CODE_OF_CONDUCT
Contributor Covenant Code of Conduct
Our Pledge
In the interest of fostering an open and welcoming environment, we as
contributors and maintainers pledge to making participation in our project and
our community a harassment-free experience for everyone, regardless of age, body
size, disability, ethnicity, sex characteristics, gender identity and expression,
level of experience, education, socio-economic status, nationality, personal
appearance, race, religion, or sexual identity and orientation.
Our Standards
Examples of behavior that contributes to creating a positive environment
include:
- Using welcoming and inclusive language
- Being respectful of differing viewpoints and experiences
- Gracefully accepting constructive criticism
- Focusing on what is best for the community
- Showing empathy towards other community members
Examples of unacceptable behavior by participants include:
- The use of sexualized language or imagery and unwelcome sexual attention or
advances
- Trolling, insulting/derogatory comments, and personal or political attacks
- Public or private harassment
- Publishing others' private information, such as a physical or electronic
address, without explicit permission
- Other conduct which could reasonably be considered inappropriate in a
professional setting
Our Responsibilities
Project maintainers are responsible for clarifying the standards of acceptable
behavior and are expected to take appropriate and fair corrective action in
response to any instances of unacceptable behavior.
Project maintainers have the right and responsibility to remove, edit, or
reject comments, commits, code, wiki edits, issues, and other contributions
that are not aligned to this Code of Conduct, or to ban temporarily or
permanently any contributor for other behaviors that they deem inappropriate,
threatening, offensive, or harmful.
Scope
This Code of Conduct applies both within project spaces and in public spaces
when an individual is representing the project or its community. Examples of
representing a project or community include using an official project e-mail
address, posting via an official social media account, or acting as an appointed
representative at an online or offline event. Representation of a project may be
further defined and clarified by project maintainers.
Enforcement
Instances of abusive, harassing, or otherwise unacceptable behavior may be
reported by contacting the project team at staff-drassil@googlegroups.com. All
complaints will be reviewed and investigated and will result in a response that
is deemed necessary and appropriate to the circumstances. The project team is
obligated to maintain confidentiality with regard to the reporter of an incident.
Further details of specific enforcement policies may be posted separately.
Project maintainers who do not follow or enforce the Code of Conduct in good
faith may face temporary or permanent repercussions as determined by other
members of the project's leadership.
Attribution
This Code of Conduct is adapted from the Contributor Covenant, version 1.4,
available at https://www.contributor-covenant.org/version/1/4/code-of-conduct.html
For answers to common questions about this code of conduct, see
https://www.contributor-covenant.org/faq
CONTRIBUTING
If you want to send a pull request to our project and the github editor is not enough, then you can:
-
Fork or copy this repository.
-
Clone on your local environment and run your git-wiki installation following this guide
-
Do your changes, push on your fork and create a Pull Request for us.
index
title: main page
What is this?
Civilization 13 (formerly 1713) is a free game based on Space Station 13 code and using the BYOND platform, which features several epochs of human history. (hence the name).
It features both Roleplay-oriented and Team-Deathmatch modes, with the main one being Nomads, in which you need to bring your civilization from the Stone Age to the Modern Age.
To contribute, edit a page using the links on the top right. You will need a github account. For more information check the guide here.
Official TDM Server | Official RP/Nomads Server | Official Persistence Server | Discord | Github
Getting started
Guides
Maps
Other Things
Contributing to this Wiki
Games (similar games and inspirations)
PULL_REQUEST_TEMPLATE
Description
Related Issue
Motivation and Context
How Has This Been Tested?
Screenshots (if appropriate):
README
Civ13 Wiki

Access it here
it's a modular and fully featured wiki powered by git-wiki-theme for Jekyll, github pages and pull-requests!
Features
- Improvements in the cooperative aspect: forks, pull-requests and roles.
- You can customize your wiki as you want with style sheets and even changing the layout. (see customization section below)
- No databases! Only static files that can be downloaded in a few seconds.
- Blazing fast and free thankfully to Github/Gitlab Pages and Jekyll Server Side Generation process!
- Markdown and html mixed together!
- Multiple free search engines! on a static site!
- History, revision comparison and everything you need from a wiki platform.
- You can edit your pages with the standard git editor, prose.io (integrated) or any kind of editor you prefer.
- Non-existent wiki page links are "red", you can click on them to automatically create a new page!
- External links get the right icon automatically.
- Component system with hooks that allows you to totally customize your wiki UI. (see customization documentation here)
- Automatic generated TOC
- You can download the entire wiki for offline usage and even navigate directly using a markdown reader
Instructions and full documentation: http://drassil.github.io/git-wiki
Icons made by Freepik and ultimatearm from www.flaticon.com
bug_report
name: Bug report
about: Create a report to help us improve
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labels: ''
assignees: ''
Describe the bug
A clear and concise description of what the bug is.
To reproduce
Steps to reproduce the behavior:
1. Go to '...'
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3. Scroll down to '....'
4. See error
Expected behavior
A clear and concise description of what you expected to happen.
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If applicable, add screenshots to help explain your problem.
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feature_request
name: Feature request
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general
name: General
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Blacksmith
Blacksmith
Being a blacksmith is fairly easy. Get iron or steel, craft things, sell
those things. But theres more than just that!
Setting Up
A typical set up for a Blacksmith is first, a Smithy. Make a nice place
you can craft your things, it's usually good to have it combined with a
store behind locked doors. You'll need an anvil, and optionally you
could have a stone furnace for making steel etc. as well as an oven for
smelting iron. Optionally (and probably a good thing to do) is make the
smithing area itself from stone, not wood, since wood doesn't make much
sense around hot metal.
The Job
The main thing you're gonna be doing is selling to the public, weapons.
If allowed. Otherwise sell to any available merchant so they can export
it. A good thing generally to make for them to sell is muskets and other
guns. Swords don't export for much and are still costly on iron. Guns
the merchant can give you a good slice of reales, though, you should
never take anything less thank 2x the iron amount it took to make. Such
as a musket, 30 iron, you shouldn't take less than 60 reales and thats
just breaking it even. Though the merchant is probably gonna be your
best friend in terms of business. The rest, is up to you to decide.
Camp
Camp
Camp is set in France, The British and The French are trying to
capture the castle in the middle of the map.
Factions
- The Kingdom of England, The English wear Red and Tan brown uniforms.
- The Kingdom of France, The French wear blue and white uniforms.
Leadership
Each side has a Lord and Knight, the Lord is in charge of the
entire faction, the Knight is usually a Marshal of their lord they have
to control the military.
Civilizations_and_Nomads
Civilizations and Nomads
"I'm cold and starving, WHAT DO I
DO?"
- A confused player
What is Civilizations and Nomads mode?
In Nomads, everyone spawns without any predetermined roles or Factions. The map is a complete wilderness, ready to be explored and settled. There are no prebuilt structures, except for occasional ancient ruins.
You can stay factionless (a nomad), create your own faction or join an existing one. Only members of a faction can research new technologies and accumulate research points.
A map may have one or more ethnicities, each speaking its own language initially incomprehensible to a speaker of a different language. On certain maps you can choose who you spawn as, while on other maps it is random.
There is no predetermined goal.
What will each civilization desire? Military power? World domination? Scholars with advanced technology? Mass resource output and production? Commerce and trade? Raiding? It’s up to you or your leaders to decide!
What is RP Map mode?
In the RP mode, everyone chooses a role to play as before spawning. There may be one or more preset factions. The map has some prebuilt structures, but there is also plenty of space to expand with new buildings.
In this mode, the research level is fixed and cannot be advanced. In other words, the epoch is static (Middle Ages - 1013; Wild West - 1873; certain decades of the 20th century - 1940s, 1990s, etc.)
There may or may not be specific goals, which are listed at the start of the round. A brief outline for goals on different maps where they are present (mostly accumulating points for factions under certain conditions):
- Gulag (1946) - the prisoners - hold as much money as possible within your faction and escape; the camp guard - force the prisoners to work and send out the resources.
- The Art of the Deal (1994) - the company members - arrange deals to acquire disks and money; the police - jail company members and confiscate disks and money.
Maps without a set goal:
- Bohemia (1013) - live in a city in Medieval Europe.
- Colony (1713) - build a New World colony (two maps with different climates).
- Little Creek (1873) - live in a Wild West town.
- Pioneers (1873) - develop a town in the prairies.
What else is there?
There are also other modes and maps which are, effectively, a mix of the previous two modes, with a number of extra features. Currently it includes:
- Tribes - a fantasy mode with several different races (chosen randomly upon spawning), each forming a preset faction.
- Wasteland (2013) - survive in a post-apocalyptic environment (two variations - zombies and nuclear apocalypse).
Becoming Civilized
Perhaps you have noticed that your ability to craft things is a bit
limited in comparison to other people, and you would like to make more.
Perhaps you are finding surviving alone difficult. Perhaps you enjoy the
company and roleplay opportunity that comes with engaging with other
players. If those apply to you, then you should consider joining or
starting a faction.
The benefits of joining or assembling a faction:
- You gain access to that factions research levels, which equates to
more things you can
craft.
- More opportunity to roleplay in a manner you want to. From becoming
a towns blacksmith, simple farmer, village idiot, to village
chieftain, diplomat, emperor, or anything you want to try and make
happen.
- Depending on the faction, you might have access to shared resources
and facilities.
- Safety in numbers. Raiders will think twice before attacking a city,
whereas a loner is an easy target for burglars, thieves, pillagers,
and robbers.
Factions
Factions are basically "teams". Everyone in the same faction shares the
same research points, and everyone in the faction contributes to
everyone else when they perform research.
But that also means that lazy people can take advantage of your
technology and resources and not contribute a thing...
A small tight-knit group of workers that contribute is often better off
than a large group of slackers that just consume.
Pick your members wisely! Or cunningly use them to your advantage...
Work smart, not hard!
General
- To Create a faction, open the Faction tab and click Create a faction. Choose a name for it, as well as symbols and colours for you faction's banner.
- To join a faction, you must be Recruited by a faction member who has recruitment permissions.
- You can leave a faction by clicking Abandon on the Faction tab. Take note, that you will not be able to rejoin the same faction for 24 hours!
- Creating a faction makes you the default Leader.
As a Leader
- You can invite people to your faction by getting close to them, right-clicking them, and selecting Recruit from the menu.
- You cannot force someone to leave your faction; They have to abandon it themselves. How to get them to do that, is up to
you...
- You can make someone else a Leader by clicking Transfer Leadership on the Faction tab while near to your successor.
- You can make Announcements that are received by every member of your faction. Open the Officer tab and select Faction Announcement.
- You can delegate your power to other faction members by giving them certain officer permissions. Right-click a person and select Faction Perms. These are the permissions you can give or revoke, if the person already has them:
- Permission Management - allows giving permissions per se.
- Announcements
- Giving Titles
- Recruitment
As a Member
- You can ask the leader to give you officer permissions.
- If the leader dies, anyone in the faction can recruit new members.
- Anyone in the faction can become a new leader if the current one is dead, by clicking Become Faction Leader on the Faction tab.
Research
Research is one of the most important aspects of Civilizations and
Nomads. It is with it that your faction can unlock new craftables and
better equipment!
A small faction with advanced research and guns can usually topple the
big group of unga dunga cavemen armed with bows and arrows.
There are currently 4 (more like 4.5) modes of research.
Research mode is voted at the lobby, before the game begins.
Remember, you need to create or join a faction to save research
points!
Classic Research
The original research method! And the most tedious...
Use a Research Kit on Scientific Literature, Scientific Rock Slate,
Scientific Books, or Bookcases.
You can make those with the following materials: wood, bamboo, stone, sandstone and marble.
The points you get depend on how advanced the person who wrote the
literature was, and what is the subject of their writing.
TIP: If you are struggling with your own research, progressing
slowly, it might be a good idea to see if any neighboring factions will
let you study their bookcases! Buy, trade, and negotiate access to them
to boost your research. Or fight them, rob them... Get creative!
(within the rules)
Auto Research
As the name suggests, all factions in the world gain the same amount of
points in all areas at the same rate, without doing anything.
Sit back and relax. Or go plan a war against that one guy who looked at
you funny.
Just remember, if you can make guns, so can they...
Resource-Based Research
In this mode, you create a Research Bench with wood, place any
items on it, and select a category to research.
This means that this mode rewards productivity and exploitation of
natural resources. No slacking off!
Different items are worth different amounts.
Experiment!
Chad Mode
It started as a joke, now it's too late to go back...
Essentially it is No Research, but without any IC rules whatsoever.
Really. You can do anything you want, without any bwoinks. EXCEPT FOR
ERP.
Chad Mode+
Just like Chad Mode, but with research! To do chad research, build an Altar of Chad. Slam living or dead people on it, and you get a bunch of research points - it's that easy! Living are worth 12, dead - 8.
If a faction member is sacrificed to advance a certain category of research, that faction loses all their research points in that category!
No Research
In this mode, you're stuck in the epoch you started in, with all
technology of that epoch unlocked.
Research mechanics won't yield any improvements.
The Research Milestones
A list of the most important technology that you'll unlock, and at what
research level.
This is just a list of major milestones- For the full list of
craftables (over 700!) with all the costs and necessary research
levels, check Full Crafting List.
Industrial
- 8: forks, knives, spoons. copper coins, Copper hatchet & spear (requires 8 in Military too)
- 14: chair, wood chest, bookcase, target dummy
- 15: dice, bow
- 17: gold and silver hatchets and spears (requires 16 points in Military too)
- 18: coin pouch. floors, wood walls, doors
- 19: roman sandals, loom, pipe, mill, dehydrator, barrel, pen, foldable canopy
- 21: water well, bronze hatchet, spear, shield, and battle axe (requires 16 points in Military too)
- 22: rolling pin, mop, drinking glass, small bottle
- 24: diamond hatchet and spear (requires 30 points in Military too)
- 25: anvil
- 25: comfy chair (requires 25 poins in Health too)
- 26: furnace
- 27: iron tools, spear and shield (requires 16 points in Military too)
- 28: lanterns, doors, keys, coffins
- 29: fortified walls
- 33: iron brazier, iron pot, table, oven
- 39: medieval leather shoes
- 41: coffin, wardrobe
- 43: gravestone
- 45: paper, violin
- 47: crosses
- 49: wine glass
- 50: steel hatchet and spear (requires 44 points in Military too)
- 52: printing press
- 55: black leather shoes, black leather boots, leather boots (requires 25 points in Health too)
- 85: gunpowder pouch, bandolier
- 90: bakelizer
- 95: canner, tin cans
- 96: Global Exchange
- 105: oil well
- 141: 2-way radio, portable radio
- 178: walkie-talkie radio
Military
- 12: bone armor
- 14: wood shield
- 15: leather armor
- 21: bronze chest plate (requires 34 points in Industrial too), wood sarissa, wood dory
- 32: mechanical trap
- 33: catapult, catapult projectiles, siege ladder *(requires 24 points in Industrial too)
- 34: copper small sword (requires 18 points in Industrial too), bronze small sword (requires 27 points in Industrial too)
- 39: pike, halberd (requires 33 points in Industrial too)
- 42: copper spadroon (requires 18 points in Industrial too), bronze spadroon (requires 27 points in Industrial too)
- 46: telescope
- 49: Fire Lance, Stone Bullets
- 56: Hand Cannon
- 62: Arquebus
- 70: Matchlock Musket
- 80: iron bullets, cannon balls
- 79: cannon (requires 71 points in Industrial too)
Health
- 15: ancient clothing
- 18: wood peglegs, wood feet
- 19: bandages
- 23: cigars & cigarettes
- 24: teapot, teacup (requires 49 points in Industrial too)
- 25: ancient hats
- 26: bronze surgery tools (requires 18 points in Industrial too)
- 28: bedsheets
- 29: opium
- 38: medieval clothing
- 43: burn kit
- 44: splints (requires 35 points in Industrial too)
- 48: doctor handbook (requires 33 poins in Industrial too)
- 51: operating table (requires 25 points in Industrial too)
- 52: 1713's hats
- 55: retractor, bone saw, scalpel, bone setter. (requires 35 points in Industrial too)
- 56: trauma kit
- 57: Jackets and vests
- 59: Renaissance clothing
- 67: cautery, hemostat (requires 35 points in Industrial too)
- 79: Colonial clothing, Colonial coats
- 89: Industrial Jackets & Vests
- 98: Industrial Hats & Clothes
- 109: Modern Hats
- 112: Modern Jackets, Vests & Outfits
- 130: custom camo uniform
- 145: NBC suits and hoods
Blacksmithing
- From 313 B.C.: Iron Xiphos, Iron Gladius. Ancient armors and helmets
- From 1013: Steel small sword, steel spadroon. Iron small sword, spadroon and longsword. Medieval armors and helmets
- From 1713: Steel Swords. Iron swords. Flintlock Muskets.
- From 1873: Lever-Action Rifles, Single-Action Revolvers.
Gunsmithing
- From 1903: Bolt Actions, Revolvers, Small semi-auto guns (pistols)
- From 1943: Full-Auto Guns, Semi-Auto Rifles
- From 1969: Selective-Fire Guns
Environments
The environment lives and breathes and will be the single biggest factor that influences your life!
Each map has either a single biome or several different ones.
There are seasons of the year, effects of which are different in every biome. Some biomes have four seasons, while others have only two.
On large maps with multiple biomes each biome has its own list of plants that could be grown there. Many plants also grow only in certain seasons. See the Guide to Farming.
To determine the biome you are in, read the descriptions below and look at your surroundings. Looking at the map of Pangea that has almost every biome may also help. From top to bottom: Tundra, Taiga (roughly the southern half of the snowed area, before the northern mountains), Temperate, Semi-Arid, Desert, Savanna, Jungle. The one biome missing is Sea.
Biomes and seasons
Tundra
- Snow covers the ground all year round and does not melt during summer (unlike in Temperate).
- Trees and animals are somewhat rare here.
Seasons:
- Summer: Amene temperatures, some snow melts, revealing dirt, and crops can grow. No
chance of snowfall or blizzard. Wild animals respawn.
- Winter: Icy temperatures requiring coat, high chance of snowfall,
chance of deadly blizzard. Crops stop growing, snow covers all land.
Have a shelter ready or you probably won't survive until summer.
Taiga
Similar to Tundra in many regards, but considerably more trees.
Temperate
Plenty of trees and grassy meadows ("wild grass" tiles).
Seasons:
- Spring: Amene temperatures, a little leftover snow from the winter.
Sparse rains cause mud slowdowns. Snow starts melting.
- Summer: Hot temperatures, no rain. Chance of heat-waves that
evaporate all puddles. All snow melts. Wild animals respawn at a
faster rate.
- Fall: Cooler temperatures, sparse rain and occasional snowfall will
slow you down.
- Winter: Icy temperatures can kill you without a fur coat, some lakes
and rivers freeze over, allowing you to walk on them. Constant
snowfall slows you down, crops will not grow and animals won't
respawn. Chance of blizzards that cause a whiteout, and can kill
you even with fur coats. Have a shelter ready!
Sea
Smaller islands on larger maps usually have this biome.
Semi-Arid
Large expanses of dry dirt with occasional groves.
Desert
Sand. Lots of sand.
Seasons:
- Dry Season: All the water sources dry up, has a chance of
sandstorms, which impair vision, but cause no other ill-effects.
Heat is intense and can harm you if you stay in the sun too long.
- Wet Season: All water sources fill up, sandstorms die down. Wild
animals respawn.
Savanna
Wide plains covered with sunburnt dry grass. Acacia trees are a common sight here.
Jungle
Lush vegetation with massive jungle trees and large bushes; thick jungle grass covers the ground.
Seasons:
- Dry Season: Fertile floodplains on the riverbanks are uncovered, sunny weather most of the time.
- Wet Season: Heavy rains and the arable land along the rivers is flooded.
Nomads maps
See Nomads Maps.
Colony
Colony Building RP
Here you still follow most of the rules of nomads save for all the
faction warring etc. since they can't happen. This is an HRP map, grey
tiding and meming shittery will not be tolerated. There are an
assortment of jobs available, however don't choose an important one if
you're just gonna go SSD after 5 minutes. Thats how you get job banned.
Here's a table of these jobs.
| Job Title | Desc | Difficulty | Image |
| ------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------- | ------------------------------------------------------------------------------------------------------------------------ |
| Governor | Lead and organize the colony! You are in charge of the treasury, communications with other colonies and organizing the town guard. You should establish a good trade and economy, or try to, via importing and exporting materials. Make sure you write some laws about weaponry and keep the streets safe and organized! You should restrict buildings to the Architect's approval. | Hard |
|
| Head Architect | Direct the carpenters to work on buildings, plan out your building layouts, yell at that basic colonist who used all the resources to make his house, and argue with the governor about everything. | Almost Impossible |
|
| Head Colony Security | You are in charge of all the Guards in the colony. You're job is to organize them and bring law to the streets, and enforce whatever laws the Governor writes up. Do not enforce laws like weapon prohibition when it's not written, only capital crimes such as murder and theft. If the Governor is a dictator, rally your men and revolt! Just make sure the colony is peaceful. | Hard |
|
| Colony Security | You're job is to organize them and bring law to the streets, and enforce whatever laws the Governor writes up. Do not enforce laws like weapon prohibition when it's not written, only capital crimes such as murder and theft. You must follow the orders of your superiors unless you don't agree with their orders (such as kill innocent colonists). | Moderately Hard |
|
| Merchant | Sell the colony goods and make profit to buy more goods such as cows, chickens, seeds etc. Don't trust him though as he can be very (((sneaky))) around ungas. | Medium |
|
| Carpenter | Gather wood, make roads, and build buildings. You should always take orders from the architect as he is experienced in this profession! | Easy |
|
| Farmer | Help the colony by producing cash crops that the merchant can sell, milk the cows and feed the chickens seeds, and generally be the colony's most useful asset if played correctly! DON'T BUILD RIGHT IN THE MAIN COLONY, ESPECIALLY NEXT TO THE FIELD! | Easy |
|
| Blacksmith | Your job is to take orders from the watch and make guns, swords, or ammunition for them, or even civilians if authorized by the Governor. Be careful, it's best to keep the Colonists unarmed! Might prevent an uprising. | Easy |
|
| Priest | Spread the word of God, run around and call people heretics, get the carpenters to make you a church, and hag the governor that he's straying from God's path. | Easy |
|
| Basic Colonist | Create your story and background, help around the colony, and find yourself an occupation for your character to be known for. | Easiest |
|
| Colony Medic | You're in charge of keeping everyone in the colony healthy, ranging from surgery, to bandaging a booboo, or even treating those sick with the flu. You're their caretaker, whether you charge for your services or not. | Moderately Hard |
|
| Inn Keeper | You must build and inn with rooms to stay (at least 4) and charge them a fee for staying there. Probably best that it acts as a diner/tavern too, but thats up to you and the carpenter you commission. | Almost Impossible to fuck up |
|
Colony_Medic
Colony Medic
Building A Medical Clinic
One of the first things you should do as a medic is try and get a
medical clinic built. Usually you should talk to the Governor or Head
Architect about its construction, but if there are none, try to
commission a carpenter. Your Medical Clinic should be equipped with
multiple beds to lay the waiting wounded, at least one operating room,
and a stockpile of trauma and burn kits. If you're forced to scavenge
try Healing Herbs instead of the Trauma Kits.
Your Job
You must take care of the colonists and make sure they're in top health.
This includes the heavily wounded requiring surgery, to the guy who got
a slap on the face for hitting on a nun. Even treat people with the flu.
Your duties are not little and should not be taken lightly. If you wish
to charge a fee for your medical services or not, is up to you to
decide.
Other Info
Requirements:
- Know Surgery or have the guide ready
- Know how to treat wounded without Hesitation
- Learn to know what people are suffering from without a book just in
case
- Quick hands, surgery needs to be quick, there are others wounded!
- Clean your fucking hands degenerate!
Challenges:
- Pile up of wounded
- Being murdered by deranged colonists
- Being murdered by assholish security
- Being murdered in General, it's a real problem sadly.
- Being under equipped for your job.
Medical Guide Link (Guide to Medical)
Contributing_to_the_Wiki
Contributing to the Wiki
You can check what pages need fixing/content on the github Issues section.
Since this wiki is hosted on github pages using static Jekyll pages, it works slighly different from a regularly hosted wiki.
However, don't worry! It is simpler than it seems. You do not need to download the code (altough you can if you want to edit it locally). Follow the steps below:
1) If you do not have one yet, register for a Github Account here.
2) Fork the wiki by going to the main project page here and pressing the Fork button on the top right.

3) Go to your fork of the wiki (will be something like YOURUSERNAME.github.com/civ13-wiki), open settings, and scroll down to GitHub Pages. Make sure it looks similar to the screenshot below by activating Github Pages:

4) Your fork of the wiki is now live! You can now open the wiki using the link shown there. It will look similar to https://YOURUSERNAME.github.io/civ13-wiki
5) You're all set! Just edit by either creating a new page, or selecting edit on the top right menu, like the image below:

6) The wiki pages are written in markdown and have the .md extension - for more information on the markdown language and how to type in bold, italic, and so on, check this page. They are located in the wiki/ folder. If you add any images, put them in assets/images/. You can also use HTML on the pages if you need to, but its the best practice to keep to markdown unless its something you need html for (i.e., sortable tables).
7) When you feel that your changes are good enough, just open a pull request to the main repository (the one you forked), and if accepted, it will be displayed on the page! To open a pull request, go to the master branch (our github page) and click Pull Requests then New Pull Request.
8) Make sure you regularly update your repository to keep it up to date! You can do this using pull requests from master. Open your fork page on github and click Pull Request as per the image below:

Or in your fork page on github click on Fetch Upstream, it will update your fork to have all the merged pull requests of the Civ-13 master.
Images
While you can link external images using either markdown or html tags, we recommend that you upload them to assets/images/ and link them from there. Make sure they have a unique name as to not replace current images!
Downloading the code
If you prefer to edit the files locally, and/or want to experiment with the website layout, follow the steps below:
-
If you haven't, follow the steps 1 and 2 on the list above.
-
Using your preferred git client, download your fork (If you have no idea of what I'm talking about, use GitHub Desktop).
-
You will need Ruby and Jekyll installed. If you do not have it yet, follow Jekyll's guide here.
-
Open the command line on whatever operating system you are using (Terminal on Linux and MacOS, cmd or PowerShell on Windows), navigate to the civ13-wiki/ folder and run bundle install to update all the Ruby requirements.
-
You can now compile and run your local build! Run bundle exec jekyll serve and wait for it to compile. Then you can view the website by opening your browser and navigating to http://localhost:4000.
Features
- Improvements in the cooperative aspect: forks, pull-requests and roles.
- You can customize your wiki as you want with style sheets and even changing the layout. (see customization section below)
- No databases! Only static files that can be downloaded in a few seconds.
- Blazing fast and free thankfully to Github/Gitlab Pages and Jekyll Server Side Generation process!
- Markdown and html mixed together!
- Multiple free search engines! on a static site!
- History, revision comparison and everything you need from a wiki platform.
- You can edit your pages with the standard git editor, prose.io (integrated) or any kind of editor you prefer.
- Non-existent wiki page links are "red", you can click on them to automatically create a new page!
- External links get the right icon automatically.
- Component system with hooks that allows you to totally customize your wiki UI. (see customization documentation here)
- Some nice internal themes to change your entire wiki UI with 1 simple configuration. (see customization documentation here)
- Automatic generated TOC
- You can download the entire wiki for offline usage and even navigate directly using a markdown reader.
Instructions and full documentation: http://drassil.github.io/git-wiki
Crafting_Skill_Level_Requirements
Crafting Skill Level Requirements
| Skill level |
Unlocks |
| 1 |
Crafting: locked doors |
| 1.1 |
Crafting: walls well |
| 1.25 |
Crafting: fire lance moai long moai monumental sandstone obelisk monumental stone megalith |
| 1.35 |
Crafting: motorcycle frame fuel pump hand cannon dragoon helmet monumental crucero cross stone statue sandstone statue grandfather clock |
| 1.5 |
Using: gunsmithing bench (only with a blueprint) |
| 1.55 |
Crafting: arquebus matchlock musket monumental stone pillar monumental ominous statue of the deep-one monumental ominous statue of the evil-one monumental ominous statue of the outsider monumental stone buddha monumental saint statue |
| 1.7 |
Using: anvils |
| 1.8 |
Crafting: cannon catapult spadroon bronze arming sword bronze small sword copper small sword |
| 1.9 |
Crafting: locomotive |
| 2 |
Crafting: paintings monumental marble statue of venus monumental bronze statue of karl marx |
| 2.2 |
Crafting: electronic circuits |
| 2.5 |
Crafting: gun blueprint (at the gunsmithing bench) |
Food_Decay_Times
Food Decay Times
|
Most tables are sortable - click the headers.
|
Grown products details
show/hide grown products details
|
|
Product
|
Decay (minutes)
|
|
Tea leaves (contains 10 tea) - condiment - jungle • savanna • sea • semi-arid - will grow at all seasons
• just transfer it to liquid container to drink
show/hide tea reactions
• tea and 1 ice will react to 3 iced tea
|
-
|
|
Coffee (contains 15 coffee) - food (satisfaction +8) - jungle • savanna • desert • semi-arid - will grow at all seasons
• put in liquid container to make 15 coffee
show/hide coffee reactions
• 2 coffee and 1 ice will react to 3 iced coffee
• 1 irish cream and 1 coffee will react to 2 irish coffee
• 1 coffee and 1 milk will react to 2 cafe latte
|
180 |
 |
Sugarcane sugar (contains 30 sugar) - condiment - jungle • savanna • sea - will grow at all seasons
show/hide sugar reactions
• 1 sugar, 1 tramadol and 1 water will react to 3 paracetamol
• 1 acetone, 1 sugar, 1 diethylamine and 1 potassium chloride will react to 5 adrenaline
• 4 sugar and 1 chloral hydrate will react to 5 soporific toxin (if no phosphorus in container)
• 1 water 1 salt and 1 sugar will react to 2 saline glucose solution
• 3 sugar and 1 water will react to 1 rum (with 5 enzyme as catalyst)
• 3 sugar and 1 juniper juice will react to 1 gin (with 5 enzyme as catalyst)
• 1 phosphorus, 1 sugar and 1 saltpeter [potassium] will react to 0.4 chemsmoke; that reaction will take all reagents from holder and they will used in created smoke
• it's not a joke, but 1 sugar, 1 carbon and 1 acetone will react to 3 ″″ reagent (annihilated)!
• 2 sugar, 3 egg yolk and 10 flour must react to sweet dough, but will annihilated; also egg yolk is unobtainable now
• 1 sugar and 1 water will not react to 2 mead (with 5 enzyme as catalyst), because inherited with another ″mead″ reaction from honey, that is unobtainable now
• 1 lemon juice, 1 sugar and 1 water will react to 3 lemonade, but lemon juice is unobtainable now
|
- |
 |
Grapes bunch (contains 1 nutriment) - food (satisfaction +4) - temperate • desert • sea • semi-arid - not grow at winter season
• put in liquid container to make 5 grape juice
show/hide grape juice reactions
• 10 grape juice will react to 10 wine (with 5 enzyme as catalyst)
|
12 |
 |
Olives bunch (contains 1 nutriment) - food (satisfaction 0) - temperate • desert • sea • semi-arid - will grow at all seasons
• put in liquid container to make 6 olive oil
show/hide olive oil using
• lantern can be refueled for 2 minutes with 1 olive oil
• biofuel refinery can be filled with olive oil from barrel; 10 olive oil will refined to 7 biodiesel
• iron furnace can be fueled for 30 seconds with 1 olive oil
• hot bulb engine can be fueled with olive oil
• turbine engine can be fueled with olive oil
• boiling oil pot can be filled with 50 of a mixture of olive oil and fat oil (or pure olive oil)
• olive oil in sufficient quantity can be poured onto the ground in a mess, which can be set on fire with a torch
• olive oil can cause vomiting if it enters the bloodstream
|
20 |
 |
Mushrooms (contains 1 nutriment) - food (satisfaction +4) - any biome and underground too - will grow at all seasons
*no need to water |
30 |
 |
Psilocybin mushroom (contains 30 THC and 1 nutriment) - food (satisfaction +10) - any biome and underground too - will grow at all seasons
*no need to water |
35 |
 |
Banana (contains 1 nutriment) - food (satisfaction +6) - jungle • savanna - will grow at all seasons |
15 |
 |
Apricot (contains 1 nutriment) - food (satisfaction +6) - jungle • temperate • desert • savanna - will grow at all seasons |
15 |
 |
Cherry (contains 1 nutriment) - food (satisfaction +6) - jungle • temperate • desert • savanna - will grow at all seasons |
15 |
 |
Sapote (contains 1 nutriment and 2 sapote juice) - food (satisfaction 0) - jungle • temperate - will grow at all seasons
• put in liquid container to make 4 sapote juice
|
60 |
 |
Sapodilla (contains 1 nutriment and 5 sapodilla juice) - food (satisfaction 0) - jungle • sea - will grow at all seasons
• put in liquid container to make 10 sapodilla juice |
60 |
 |
Watermelon (contains 1 nutriment) - food (satisfaction +4) - desert • semiarid • jungle - will grow at summer, spring and wet season
• slice to make 12 watermelon slices |
20 |
 |
Pumpkin (contains 1 nutriment) - food (satisfaction +4) - temperate • taiga • tundra - will grow at all seasons
• slice to make 12 pumpkin slices |
100 |
 |
Lemon (contains 1 nutriment) - food (satisfaction +1) - temperate • desert • sea • semi-arid • jungle - will grow at all seasons |
100 |
 |
Lime (contains 1 nutriment) - food (satisfaction +1) - temperate • desert • sea • semi-arid • jungle - will grow at all seasons |
100 |
 |
Orange (contains 1 nutriment) - food (satisfaction +3) - temperate • desert • sea • semi-arid • jungle - will grow at all seasons |
100 |
 |
Apple (contains 1 nutriment) - food (satisfaction +3) - temperate • tundra • taiga • sea • semiarid - will grow at all seasons
• put in liquid container to make 10 apple juice
show/hide apple juice reactions
• 10 apple juice will react to 10 cider (with 5 enzyme as catalyst)
|
50 |
 |
Coconut (contains 15 water and 1 nutriment) - food (satisfaction +3) - sea • jungle - will grow at all seasons |
150 |
 |
Wheat (contains 1 nutriment) - food (satisfaction -2) - temperate • tundra • taiga • sea • desert • semi-arid - not grow at winter and dry season
• mill to make wheat flour
• you can feed this to different animals (see below)
• put in empty fermentation starter jar for yeast
|
5000 |
 |
Rice stalk (contains 1 nutriment) - food (satisfaction -2) - jungle • savanna • sea - will grow at all seasons
• mill to make rice
• you can feed this to different animals (see below)
• put in empty fermentation starter jar for yeast
• put in liquid container to make 5 rice paste
show/hide rice paste reactions
• 10 rice paste will react to 5 sake (with 5 enzyme as catalyst)
|
- |
 |
Oat (contains 1 nutriment) - food (satisfaction -2) - temperate • tundra • taiga • sea - not grow at winter and dry season
• mill to make oat flour
• you can feed this to different animals (see below)
• put in empty fermentation starter jar for yeast
|
2000 |
 |
Barley (contains 1 nutriment) - food (satisfaction -2) - semi-arid • temperate • taiga • sea - not grow at winter and dry season
• mill to make barley flour
• you can feed this to different animals (see below)
• put in empty fermentation starter jar for yeast
|
2000 |
 |
Tomato (contains 1 nutriment) - food (satisfaction +3) - temperate • sea • semi-arid • desert • jungle • savanna - not grow at fall and winter
*You can throw tomatoes at humans.
|
15 |
 |
Potato (contains 1 nutriment) - food (satisfaction -3) - temperate • taiga • semi-arid - will grow at all seasons
• use knife on it to make raw potato sticks 
• put in liquid container to make 5 potato juice
*may be turned in a green potato if left on the floor
show/hide potato juice reactions
• 10 potato juice will react to 5 vodka (with 5 enzyme as catalyst)
|
700 |
 |
Green potato (contains 10 solanine and 1 nutriment) - food (satisfaction -3) - can't be grown
*every 1 solanine give 5 toxin damage when in bloodstream
|
94 |
 |
Beans (contains 1 nutriment) - food (satisfaction 0) - temperate • savanna • desert • sea • semi-arid • taiga - will grow at all seasons |
1000 |
 |
Cabbage (contains 1 nutriment) - food (satisfaction 0) - temperate • tundra • taiga • sea • semi-arid - will grow at all seasons |
20 |
 |
Carrot (contains 1 nutriment) - food (satisfaction 0) - any biome - will grow at all seasons |
25 |
 |
Parsnip (contains 2 sugar and 1 nutriment) - food (satisfaction 0) - temperate • semi-arid - will grow at all seasons |
60 |
 |
Zucchini (contains 5 zucchini juice and 1 nutriment) - food (satisfaction 0) - temperate • sea • jungle - will grow at all seasons
*zucchini juice - a drink that you will drink if you eat zucchini
|
60 |
 |
Celery (contains 8 celery juice and 1 nutriment) - food (satisfaction 0) - temperate • semi-arid • sea • jungle - will grow at all seasons |
60 |
 |
Parsley (contains 15 parsley nutriment and 1 nutriment) - food (satisfaction +2) - temperate • semi-arid • sea - will grow at all seasons *parsley nutriment is a nutriment that has 4% nutriment factor compared to the common nutriment. Thus, 1 parsley is 1.6 times more nutritious than one potato.
|
90 |
 |
Red pepper (contains 1 nutriment and 8 capsaicin oil) - food (satisfaction 0) - temperate • semi-arid • sea • desert - will grow at all seasons
show/hide capsaicin oil reactions
• 2 capsaicin oil will react to 1 condensed capsaicin (with 5 tungsten as catalyst)
|
60 |
 |
Liquorice (contains 1 nutriment and 8 liquorice) - food (satisfaction 0) - temperate • semi-arid • sea • desert - will grow at all seasons
*liquorice - a drink that you will drink if you eat this root
|
- |
 |
Corn (contains 1 nutriment) - food (satisfaction +2) - temperate • jungle • savanna • desert • sea • semi-arid • taiga - not grow at fall and winter
• put in liquid container to make 5 corn oil
• use it for make a cob pipe

show/hide corn oil reactions
• 3 corn oil and 1 sulphuric acid will react to 3 glycerol
• 3 corn oil and 1 hydrochloric acid will react to 3 glycerol
*1 glycerol with 1 saltpeter will react to 2 nitroglycerin
**2 nitroglycerin can be filled to empty dynamite stick to make filled dynamite stick
***attach rope to filled dynamite stick to make finished dynamite stick
****empty dynamite stick is made from wood
|
10 |
 |
Juniper (contains 5 juniper nutriment and 1 nutriment) - food (satisfaction 0) - tundra • taiga • temperate - will grow at all seasons
• put in liquid container to make 6 juniper juice
*juniper nutriment is a nutriment that has 2% nutriment factor compared to the common nutriment. Thus, 1 juniper berry is 1.1 times more nutritious than one potato.
**juniper juice is not a drink, but nutriment that has a 3% nutritional factor compared to regular nutriment. Thus, 6 juniper juice crushed into liquid container, when consumed, will provide 0.18 nutrients compared to one potato.
show/hide juniper juice reactions
• 1 juniper juice and 3 sugar will react to 1 gin (with 5 enzyme as catalyst)
|
60 |
 |
Agave (contains 10 agave and 1 nutriment) - food (satisfaction 0) - desert • semi-arid - will grow at all seasons
• put in liquid container to make 10 agave (drink)
show/hide agave reactions
• 5 agave and 2 water will react to 2 mezcal (with 5 enzyme as catalyst)
|
60 |
 |
Chinchona (contains 10 quinine) - food (satisfaction 0) - in wild only - will regrow after harvesting (300 seconds)
• put in liquid container to make 10 quinine
*has no seeds
**can be harvested from the wild or taken from pot with trowel
   
***can be planted in a pot for later use (but it's more efficient to store quinine as a drink since it can't be grown but only collected in nature)
****quinine - a drink that treat malaria, quinine also relieves drowsiness and reduces body temperature to 36.9 degrees |
70 |
 |
Healing herbs (not a reagent container) - stackable item - temperate • semi-arid • sea • jungle - will grow at all seasons
• use them on wounds to disinfect, salving and heal brute damage
  *can be collected from jungle bushes (small vegetation) with knife with 25% chance (new will re-grow after 300 seconds)
 **has no seeds, just plant them in ploughed field
|
- |
 |
Peyote (contains 5 peyote) - food (satisfaction 0) - desert - will grow at all seasons
• put in pipe to smoke or eat as is (5 peyote)
|
120 |
 |
Poppy (not a reagent container) - stackable material - jungle • savanna • desert - will grow at all seasons
• craft an opium ball out of 3, that will contain 5 opium
• put opium ball in pipe to smoke or eat as is (5 opium)
show/hide opium reactions
• 1 opium, 1 ethanol and 1 acetone will react to 3 tramadol
|
- |
 |
Tobacco fresh leaves (not a reagent container) - stackable material - desert • jungle • savanna • semi-arid - will grow at all seasons
• hang it on a dehydrator to dry it to dried tobacco leaves
• offer it to religious totem for 12 power each
|
- |
 |
Tobacco dried leaves (not a reagent container) - stackable material - can't be grown
• put in pipe to smoke (15 nicotine)
• craft a cigar out of 3, that will contain 30 nicotine
• craft a cuban cigar out of 5, that will contain 40 nicotine
• craft a cigar out of 2, that will contain 15 nicotine
• offer it to religious totem for 12 power each
|
- |
 |
Coca leaves (not a reagent container) - stackable material - jungle • savanna - will grow at all seasons
• craft a pile of cocaine out of 10, that will contain 25 cocaine
• attack pile of cocaine by hand to make cocaine line with 5 cocaine
show/hide cocaine reactions
• 1 cocaine and 10 wine must react to 10 coca wine (with 5 enzyme as catalyst), but will annihilated, because reagent coca wine doesn't exists
|
- |
 |
Hemp (not a reagent container) - stackable material - jungle • savanna • sea • semi-arid • desert - not grow at winter
• craft a rope out of 1
• craft a joint out of 2, that will contain 30 THC
• put 2 to a retting trough to soak it to 1 retted fabric
|
- |
 |
Flax (not a reagent container) - stackable material - temperate • taiga • tundra - will grow at all seasons
• craft a rope out of 1
• put 2 to a retting trough to soak it to 1 retted fabric
|
- |
 |
Cotton pile (not a reagent container) - stackable material - temperate • desert • sea • semi-arid - not grow at fall and winter
• put in liquid container to make 1 purified cotton from each 1
• weave it on loom to make 1 cloth from each 1
show/hide purified cotton reactions
• 1 cotton and 1 saltpeter [potassium] will react to 2 nitrocellulose (danger, it will explode!)
• 1 cotton and 1 gasoline will react to 1 napalm
|
- |
 |
Wooden plank (not a reagent container) - stackable material - any biome - not grow at winter
• wood is a multi-purpose crafting material, also may be used as fuel
*can be obtained not only from logging, but also when grown from tree seeds
|
- |
 |
Bamboo bundle (not a reagent container) - stackable material - jungle • sea - not grow at dry season
• bamboo is another crafting material, also may be used as fuel
|
- |







|
Berries (may contain random reagents) - food - in wild only - will regrow after harvesting
All types of berries at the beginning of the round will receive random effects and reagents according to the effects. At the same time, the names remain, i.e. ″narco″ berries will not necessarily contain a ″drug″ effect.
show/hide berries effects
The effects must be (but not, due errors in code):
• neutral - fruit taste (contains 1 nutriment) +3 satisfaction
• poisonous - bitterness taste (contains 1 nutriment and 5 amatoxin, cyanide, solanine or food poisoning) +3 satisfaction
• drug - bitterness taste (contains 1 nutriment and 5 peyote, psilocybin or lysergic acid diethylamide [mindbreaker or LSD]) +3 satisfaction
• healing - bitterness taste (contains 1 nutriment and 5 paracetamol, penicillin, opium, cocaine or salicyclic acid) +3 satisfaction
• tasty - sweet taste (contains 1 nutriment) +6 satisfaction
• disgusting - disguisting food taste (contains 1 nutriment) -6 satisfaction
*berries can be harvested from bushes in wild by hand with GRAB intent (exclude red ones on some maps, because of error in map)
       
**new berries will regrow in 300 seconds
***if you use a berry gatherer (made from wood), you will pick two berries at once
****berries hase no seeds and can't be cultivated for now
show/hide how to identify berries
This one works like this now due to current bugs in the code.
Take a berry in your hand and use the smell verb. If it smell:
• mushroom - it's poison berries with amatoxin
• fruit and mushroom - it's drug berries with psilocybin
• starch - it's poison berries with solanine
• fruit and sourness - it's drug berries with lysergic acid diethylamide [mindbreaker or LSD]
• fruit and sickness - it's healing berries with paracetamol
• fruit and metallic bitterness - it's healing berries with cocaine
• fruit and old rotten bandaids - it's healing berries with salicyclic acid
• fruit - it's neutral OR tasty OR disguisting berries
They are generally safe to consume, but affect mood. To know which berries they are, you will have to stock up on some of these berries and remember the following facts:
• 4 or less disgusting berries are enough to drop your mood from excellent to good, or from good to neutral, or from neutral to bad, or from neutral to horrible
• 4 or less tasy berries are enough to up your mood from horrible to bad, or from bad to neutral, or from neutral to good, or from good to excellent
• 6 neutral berries is not enough to up your mood from horrible to neutral, or from bad to good, or from neutral to excellent
• fruit and bitterness - it's poison berries with cyanide or food poisoning OR it's drug berries with peyote OR it's healing berries with penicillin or opium
• prepare to heal toxins, you may fully heal toxins from one bite of dangerous berries with next ways:
• drink 10 units of tea (2 uses of tea leaves on liquid container)
• use leech 3 times
• extract 2 times charcoal (10 units) with extraction kit and drink
• if you ready to heal toxins, than bite berrie ONE time, if you taste:
• strong flavor of fruit and the strong flavor of bitterness - it's poison berries with cyanide. Start toxins healing right now!
You will recieve messages: ″Your body stings slightly″. Don't panic, just wait some after toxins healing.
• strong flavor of fruit and bitterness and receiving messages ″You feel sick...″ - it's poison berries with food poisoning. Start toxins healing right now!
You may recieve messages: ″Your body stings slightly″. Don't panic, just wait some after toxins healing.
• strong flavor of fruit and bitterness and you eyes fills with rainbow - it's drug berries with peyote. Don't panic, just wait some time, when effect ends.
• fruit and the strong flavor of bitterness - it's healing berries with penicillin or opium, wait some time, don't bite berrie, just wait about 3 minutes
• if nothing happens - it's healing berries with penicillin
• if your character start shivers and you began recieve messages: ″You feel slightly sick″ - it's healing berries with opium
now just wait about 3 minutes and addiction from opium will gone
|
18 |
|
Leaves (not a reagent container) - stackable material - in wild only - not cultivated
show/hide how to obtain leaves
• 3 leaves are obtained by cutting down trees (2 from acacia, 6 from jungle tree)
• 3 leaves are obtained from a hand attack with the intent GRAB on an unpeeled tree branch
• each tree usually has 3 branches, they can be obtained one by one from the tree with a hand attack with the intent HARM on the tree
*the new branch will re-grow 1200 seconds after breaking off the branch
**branches from dead trees will be broken off from a tree without leaves
• for a gorillamens, 2 leaves are obtained when attacking with a hand with the intention of GRAB on a tree or some bushes
*this will work not for all trees, but if it work gorillaman may try to pick also some bunches
• leaves are material for crafting clothes from leaves, thatch roofing and can be used as fuel
*to craft gold laurel crown you must to hold 1 gold in your other hand, but gold laurel crown will still be craftable without gold due to the error in code
**if you are holding gold in your other hand, when creating a gold laurel crown, gold will be used to craft
• leaves of all types can be attached to Mk2 Brodie Helmet (twice) or to Mk2 Brodie Helmet with netting (once) - all stack will be used for that (maybe it's a bug and will be fixed in future)
*due to the fact that it is a stackable material, the decay time counter is applied on each newly created stack, when merging/splitting the decay counters are not aligned to the average value
**gorillaman able to craft leaf salad from 6 leaves, but if gorilla recipes are loaded
|
80 |
|
Palm leaves (not a reagent container) - stackable material - in wild only - not cultivated
• 3 palm leaves are obtained by cutting down palms
• palm leaves are material for crafting clothes from palm leaves, palm leaf roofing and can be used as fuel
*to craft leaf crown you must to hold 2 leather in your other hand, but leaf crown will still be craftable without leather due to the error in code
**if you are holding leather in your other hand, when creating a leaf crown, leather will be used to craft
• leaves of all types can be attached to Mk2 Brodie Helmet (twice) or to Mk2 Brodie Helmet with netting (once) - all stack will be used for that (maybe it's a bug and will be fixed in future)
*due to the fact that it is a stackable material, the decay time counter is applied on each newly created stack, when merging/splitting the decay counters are not aligned to the average value
**gorillaman able to craft leaf salad from 6 palm leaves, but if gorilla recipes are loaded
|
80 |
|
Fern leaves (not a reagent container) - stackable material - in wild only - not cultivated
• 2 fern leaves are harvested by attacking with the intent to GRAB the jungle bushes (small vegetation) with any weapon except the knife (empty hand attack is not included in the code, possibly a bug). Bushes will not re-grow leaves (maybe it's a bug and will be fixed in future)
• fern leaves are material for crafting clothes from fern leaves
*to craft leaf crown you must to hold 2 leather in your other hand, but leaf crown will still be craftable without leather due to the error in code
**if you are holding leather in your other hand, when creating a leaf crown, leather will be used to craft
• leaves of all types can be attached to Mk2 Brodie Helmet (twice) or to Mk2 Brodie Helmet with netting (once) - all stack will be used for that (maybe it's a bug and will be fixed in future)
*due to the fact that it is a stackable material, the decay time counter is applied on each newly created stack, when merging/splitting the decay counters are not aligned to the average value
**gorillaman able to craft leaf salad from 6 fern leaves, but if gorilla recipes are loaded
|
80 |
|
Any plant, except for wild ones and mushrooms, will die if it drinks all the water, or when a snowstorm or sandstorm occurs.
|
|
Grain can be fed to herbivores: deer, reindeer, elk, dik-diks, cows, goats, sheep, camels and ... mammoths and ... (drum roll) pachycephalosaurs (ba-dum-s-s!).
|
|
Seeds can be fed to granivorous: parrots, chickens, turkeys, geese, pelicans, gulls, crows, pigs, wild boars, monkeys, mice, rabbits, gorillas, gigantopithecus, mammoths, pachycephalosaurs.
|
|
Oviparous will adds the amount of eggs from seed feeding, i.e. it mean that oviparous will not lay eggs if not feeded with seeds. More about an egg see below, in the egg related products section.
|
|
To maximize the amount of fuel in a bloomery, furnace (not iron furnace), or oven, add items one at a time for the following stack items: leaves, dry dung. It some sort of bug.
|
Processed grown food products
show/hide processed grown food products
|
Product |
Decay (minutes) |
 |
Small flour sack (contains 10 flour) - condiment
• use small flour sack with 5 flour and with 5 water in off-hand liquid container to make dough
• use small flour sack with 5 flour on chicken breast to make crumbed chicken breast
• use small flour sack with 5 flour on chicken drumstick to make crumbed chicken drumstick
• put in empty fermentation starter jar for yeast
• use cutlet with small flour sack with 5 flour in off-hand liquid container to make uncooked schnitzel
show/hide flour reactions
• 2 flour and 2 water will react to 2 wheat beer (with 5 enzyme as catalyst)
• 5 protein and 5 flour will produce 3 meatballs
• 5 water and 10 flour must react to dough, but will annihilated
• 2 sugar, 3 egg yolk and 10 flour must react to sweet dough, but will annihilated; also egg yolk is unobtainable now
|
1000 |
 |
Small barley flour sack (contains 10 barley flour) - condiment
• use small barley flour sack with 5 barley flour and with 5 water in off-hand liquid container to make dough
• put in empty fermentation starter jar for yeast
show/hide barley flour reactions
• 2 barley flour and 2 water will react to 2 ale (with 5 enzyme as catalyst)
• 2 barley flour, 2 water and 1 hops will react to 2 beer (with 5 enzyme as catalyst), but hops is unobtainable now
|
1000 |
 |
Small oat flour sack (contains 10 oat flour) - condiment
• use small oat flour sack with 5 barley flour and with 5 water in off-hand liquid container to make dough
• put in empty fermentation starter jar for yeast
|
1000 |
 |
Yeast (contains 50 enzyme) - condiment
• put any grain (slower) or any flour (faster) or yeast (fastest) into a fermentation starter jar, wait for the fermentation to finish, then use a fermentation starter jar to get the yeast
• don't remove last yeast from jar, and they a will grown more, up to 5 portions (it's not a bug, it's a feature © maybe, but it's not certain™ )
• take out not last yeast and put it back in 4 times and you will have a full jar of yeast in the next grow cycle (yes, surely, it's a bug)
• put some used yeast in jar and take it out and it will contains 50 enzyme again (it's a bug too)
show/hide enzyme reactions
• 10 enzyme and 1 acetone will react to 5 penicillin
• 1 enzyme and 1 diethylamine will react to 2 lysergic acid diethylamide [mindbreaker or LSD]
• 10 apple juice will react to 10 cider (with 5 enzyme as catalyst)
• 40 milk will produce 1 cheese wheel (with 5 enzyme as catalyst)
• 10 grape juice will react to 10 wine (with 5 enzyme as catalyst)
• 10 potato juice will react to 5 vodka (with 5 enzyme as catalyst)
• 10 rice paste will react to 5 sake (with 5 enzyme as catalyst)
• 2 fish and 1 table salt will react to 2 garum (with 5 enzyme as catalyst)
• 3 sugar and 1 water will react to 1 rum (with 5 enzyme as catalyst)
• 3 sugar and 1 juniper juice will react to 1 gin (with 5 enzyme as catalyst)
• 5 agave and 2 water will react to 2 mezcal (with 5 enzyme as catalyst)
• 2 flour and 2 water will react to 2 wheat beer (with 5 enzyme as catalyst)
• 2 barley flour and 2 water will react to 2 ale (with 5 enzyme as catalyst)
• 2 barley flour, 2 water and 1 hops will react to 2 beer (with 5 enzyme as catalyst), but hops is unobtainable now
• 10 nutriment will react to 5 moonshine (with 5 enzyme as catalyst),
but there are no standard ways to extract nutriment from food
• 10 berry juice will react to 10 grenadine (with 5 enzyme as catalyst), but berry juice is unobtainable now
• 10 watermelon juice will react to 5 watermelon liquor (with 5 enzyme as catalyst), but watermelon juice is unobtainable now
• 1 sugar and 1 water will not react to 2 mead (with 5 enzyme as catalyst), because inherited with another ″mead″ reaction from honey
*″mead″ reaction needs 2 honey and 2 water without any enzymes, they will react to 2 mead
|
30 |
 |
Cheese wheel (contains 10 nutriment and 10 protein) - food (satisfaction +4) non vegetarian
• 40 milk will produce 1 cheese wheel (with 5 enzyme as catalyst)
• 5 enzyme will stay in liquid container, so you may use it again and again
• slice to make 5 cheese wedges
*you can use a sharp weapon to slice, but a large weapon will cause you to lose some of the slices
*marked as non vegetarian, but this is not vegan (it's not implemented in code)
**it's must be with satisfaction +15 for correct slicing
|
70 |
 |
Cheese wedge (contains 2 nutriment and 2 protein) - food (satisfaction +0.8 or +3 if pre-mapped)
*wedge not marked as non vegetarian
**pre-mapped will not contain any reagents inside due to a bug in the code.
***pre-mapped will be with satisfaction +3 (correct), sliced will be with satisfaction +0.8 (incorrect)
|
50 |
 |
Tofu (contains 3 nutriment) - food (satisfaction +2)
*you cannot produce tofu, but it's present on some maps
|
25 |
 |
Watermelon slice (contains 0.08333 nutriment) - food (satisfaction +0.33333)
*pre-mapped will not contain any reagents inside due to a bug in the code.
|
18 |
 |
Pumpkin slice (contains 0.08333 nutriment) - food (satisfaction +0.33333)
*pre-mapped will not contain any reagents inside due to a bug in the code.
|
20 |
 |
Rice (contains 2 nutriment) - food (satisfaction +3)
• put in pot with water, wait when rice boil and remove it from pot before it turn to stew to obtain boiled rice
|
600 |
 |
Rice boiled (contains 3 nutriment) - food (satisfaction +5)
|
12 |
 |
Rice pudding (contains 4 nutriment) - food (satisfaction 0)
*you cannot bake rice pudding, but it's present on some maps
**after eating, there will stay a bowl (not wooden)
|
12 |
 |
Potato raw sticks (contains 3 nutriment) - food (satisfaction -2)
• put in campfire, wood stove, stove, metal grill or oven to make fries
|
27 |
 |
Potato fries (contains 4 nutriment) - food (satisfaction +8)
|
15 |
 |
Loaded baked potato (contains 6 nutriment) - food (satisfaction 0)
*you cannot bake loaded baked potato, but it's present on some maps
|
12 |
 |
Leaf salad (contains 3 nutriment) - food (satisfaction +2)
*can be created by gorrilaman from 6 leaves of any type, but if gorilla recipes loaded
|
15 |
 |
Tossed salad (contains 8 nutriment) - food (satisfaction 0)
*you cannot make a tossed salad, but it's present on some maps
**after eating, there will stay a bowl (not wooden)
|
16 |
 |
Mint (contains 1 mint) - food (satisfaction 0)
*you cannot produce mint, but it's present on some maps
|
20 |
 |
Pickle jar (contains 14 pickles) - pickles storage
*pickles in a jar will decay as in container (two times longer)
**you cannot obtain pickle jar, but it's present on some maps
|
- |
 |
Pickle (contains 1 nutriment) - food (satisfaction +4)
• take them from pickle jar
|
250 |
 |
Pickle big (contains 5 nutriment) - food (satisfaction +4)
*you cannot obtain a big pickle, but it's present on some maps
**it must have satisfaction +20
|
250 |
 |
Burned mess (contains 1 toxin and 3 carbon) - food (satisfaction -8) disgusting
You can obtain this if you roast on campfire, wood stove, stove, metal grill or oven:
• food that already roasted
• some soup
• some drink type
• something that is not food, not fuel, not rough diamonds, not sand, not clay, not an organ
• burned mess after roasting will remain burned mess (but with reset decay timer, that is bug)
*you can make roasted stew, because bug in code
|
18 |
Pastries and pasta products
General pastries and pasta products
show/hide general pastries and pasta products
|
Product |
Decay (minutes) |
 |
Dough (contains 3 nutriment) - food (satisfaction -4)
• put in campfire, wood stove, stove, metal grill or oven to make bread
• use rolling pin to make flat dough
• use something sharp to make 2-3 spaghetti
*slicing it you must get 2-3 dough slices, but it inherited by spaghetti recipe
|
25 |
 |
Bread (contains 6 nutriment) - food (satisfaction +4)
• slice to make 5 bread slices
*you can use a sharp weapon to slice, but a large weapon will cause you to lose some of the slices
|
22 |
 |
Baguette (contains 6 nutriment) - food (satisfaction +4)
• slice to make 5 bread slices
*you can use a sharp weapon to slice, but a large weapon will cause you to lose some of the slices
*you cannot bake a baguette, but it's present on some maps
|
22 |
 |
Bread slice (contains 1.2 nutriment) - food (satisfaction +0.8)
• use food or a shard on it to start making a sandwich (or expand its limit)
*pre-mapped will not contain any reagents inside due to a bug in the code.
|
17 |
 |
Two bread (contains 2 nutriment) - food (satisfaction 0)
*you cannot make this, it's not present on maps, but it's defined in code
|
12 |
 |
Sandwich (contains all you put in) - food (satisfaction +7)
• use food on it to add ingredient (all reagents will transfer to it)
• use shard on it to add 5 brute damage after biting into this sandwich (more shards don't give more damage)
• sandwich at start will have 3 height limit (4 - 1 added food)
• use bread slice to expand height limit by 3 (4 - 1 added bread slice)
• examine it for know one random ingredient (it might help you find shard)
• if height limit is exceeded, you will not be able to add food or a shard, and even another slice of bread to expand the height limit
• it still can only hold a maximum of 50 reagents by volume, if you keep adding layers the reagents will stop adding (but layers will keep adding)
|
15 |
 |
Sandwich (contains 3 nutriment and 3 protein) - food (satisfaction +8)
*you cannot make this sandwich, but it's present on some maps
|
18 |
 |
Sandwich toasted (contains 3 nutriment, 3 protein and 2 carbon) - food (satisfaction +8)
*you cannot make this sandwich, but it's present on some maps
|
18 |
 |
Sandwich grilled cheese (contains 3 nutriment and 4 protein) - food (satisfaction +8)
*you cannot make this sandwich, but it's present on some maps
|
15 |
 |
Sandwich with jelly (contains 2 nutriment) - food (satisfaction 0)
*you cannot make this sandwich, but it's present on some maps
|
12 |
 |
Sandwich with cherry jelly (contains 2 nutriment and 1 cherry jelly) - food (satisfaction 0)
*you cannot make this sandwich, it's not present on maps, but it's defined in code
**it doesn't have a defined correct name
***it should contain 1 nutriment and 1 cherry jelly, but there is a bug in the code
|
12 |
 |
Jellied toast (contains 2 nutriment) - food (satisfaction 0)
*you cannot make a jellied toast, it's not present on maps, but it's defined in code
**it doesn't have a defined correct sprite
|
12 |
 |
Cherry jellied toast (contains 2 nutriment and 1 cherry jelly) - food (satisfaction 0)
*you cannot make a cherry jellied toast, it's not present on maps, but it's defined in code
**it doesn't have a defined correct sprite
***it doesn't have a defined correct name
****it should contain 1 nutriment and 2 cherry jelly, but there is a bug in the code
|
12 |
|
Flat dough (contains 2 nutriment and 1 protein) - food (satisfaction -3)
• put in campfire, wood stove, stove, metal grill or oven to make flatbread
• slice to make 3 dough slices
*you can use a sharp weapon to slice, but a large weapon will cause you to lose some of the slices
*we really don't know where the protein comes from after flattening
|
25 |
|
Flatbread (contains 3 nutriment) - food (satisfaction +4)
|
25 |
 |
Dough slice (must contains 1 nutriment, but will contains 1.66667 nutriment and 0.333333 protein) - food (satisfaction -1)
• slice to make 1 spaghetti
*we still don't know where the protein comes from
*seriously - this is a bug, in a dough slice there should be 1/3 of the reagents from the flat dough
|
25 |
 |
Bun (contains 4 nutriment) - food (satisfaction +3)
• use a sausage on it to make a hot dog
*you cannot bake a bun, but it's present on some maps
|
25 |
 |
Burger (contains 6 protein) - food (satisfaction +6)
*you cannot make a burger, it's not present on maps, but defined in code
**it must contains another reagents, must be non vegetarian, but wrong defined
|
17 |
 |
Hot dog (contains 6 protein) - food (satisfaction +6)
• use a sausage on bun to make a hot dog
*it must contains another reagents, must be non vegetarian, but wrong defined
**biten sausage may be used to make whole hot dog
***hotdog - typo in code
|
17 |
 |
Spaghetti (it will contains 1 nutriment if sliced from dough, but will contains 2.66667 nutriment and 0.333333 protein if sliced from dough slice due the bug in code) - food (satisfaction -1 if sliced from dough slice, but +3 if sliced from dough)
• put in pot with water, wait when spaghetti boil and remove it from pot before it turn to stew to obtain boiled spaghetti
• use something sharp to make 1-2 noodles (incorrect mechanics instead of using slicing mechanics)
*correct values which should be: -1 satisfaction and 1 nutrient
|
60 |
 |
Spaghetti boiled (contains 2 nutriment) - food (satisfaction +5)
• use meatball on it to make spaghetti & meatballs
|
14 |
 |
Spaghetti & meatballs (contains 4 nutriment and 4 protein) - food (satisfaction +10)
*don't marked as non vegetarian, and this is bug
|
11 |
 |
Spaghetti (pasta tomato) (contains 6 nutriment and 10 tomato juice) - food (satisfaction 0)
*you cannot make a pasta tomato, but it's present on some maps
**it doesn't have a defined correct name
***it should contain 2 nutriment and 2 ketchup, but the definition is wrong in the code
|
12 |
 |
Noodles (contains 1 nutriment) - food (satisfaction +3)
• put in pot with water, wait when noodles boil and remove it from pot before it turn to stew to obtain ramen
|
60 |
 |
Ramen (contains 6 nutriment, 4 protein and 30 water) - food (satisfaction +9)
• put in pot with water, wait when noodles boil and remove it from pot before it turn to stew to obtain ramen
*it's really overpowered (it's not a bug, it's a feature © maybe, but it's not certain™ )
|
11 |
 |
Gyro (contains 6 nutriment) - food (satisfaction +10)
*you cannot make a gyro, but it's present on some maps
|
15 |
 |
Hardtack (contains 2 nutriment) - food (satisfaction +1)
*you cannot bake a hardtack, but it's present on some maps
|
- |
 |
Cracker (contains 1 nutriment) - food (satisfaction 0)
*you cannot bake a cracker, but it's present on some maps
|
80 |
 |
Poppy pretzel (contains 5 nutriment) - food (satisfaction 0)
*you cannot bake a poppy pretzel, but it's present on some maps
|
35 |
 |
Meat-pie (contains 10 protein) - food (satisfaction 0) non vegetarian
*you cannot bake a meat-pie, but it's present on some maps
|
20 |
 |
Meatbread loaf (contains 10 nutriment and 20 protein) - food (satisfaction 0) non vegetarian
• slice to make 5 meatbread slices
*you can use a sharp weapon to slice, but a large weapon will cause you to lose some of the slices
*you cannot bake a meatbread loaf, but it's present on some maps
|
17 |
 |
Meatbread slice (contains 2 nutriment and 4 protein) - food (satisfaction 0) non vegetarian
*pre-mapped will not contain any reagents inside due to a bug in the code.
|
17 |
 |
Cream cheese bread (contains 5 nutriment and 15 protein) - food (satisfaction 0) non vegetarian
• slice to make 5 cream cheese bread slices
*you can use a sharp weapon to slice, but a large weapon will cause you to lose some of the slices
*you cannot bake a cream cheese bread loaf, but its slices present on some maps
**cream Cheese Bread - typo in code
***marked as non vegetarian, but this is not vegan (it's not implemented in code)
|
15 |
 |
Cream cheese bread slice (contains 1 nutriment and 3 protein) - food (satisfaction 0)
*slice not marked as non vegetarian
**pre-mapped will not contain any reagents inside due to a bug in the code.
***cream Cheese Bread slice - typo in code
|
15 |
Cakes, pies and sweet pastry
show/hide cakes, pies and sweet pastry
|
Product |
Decay (minutes) |
 |
Banana-nut bread (contains 10 nutriment and 20 banana juice) - food (satisfaction 0)
• slice to make 5 banana-nut bread slices
*you can use a sharp weapon to slice, but a large weapon will cause you to lose some of the slices
*you cannot bake a banan-nut bread, but it's present on some maps
|
17 |
 |
Banana-nut bread slice (contains 2 nutriment and 4 banana juice) - food (satisfaction 0)
*pre-mapped will not contain any reagents inside due to a bug in the code.
|
17 |
 |
Cookie (contains 5 nutriment) - food (satisfaction 0)
*you cannot bake a cookie, but it's present on some maps
|
45 |
 |
Muffin (contains 6 nutriment) - food (satisfaction 0)
*you cannot bake a muffin, but it's present on some maps
|
25 |
 |
Waffles (contains 6 nutriment) - food (satisfaction 0)
*you cannot bake a waffles, but it's present on some maps
|
18 |
 |
Sweet roll (contains 4 nutriment) - food (satisfaction 0)
*you cannot bake a sweet roll, but it's present on some maps
|
18 |
 |
Apple pie (contains 4 nutriment) - food (satisfaction 0)
*you cannot bake an apple pie, but it's present on some maps
|
18 |
 |
Cherry pie (contains 4 nutriment) - food (satisfaction 0)
*you cannot bake a cherry pie, but it's present on some maps
|
18 |
 |
Golden apple streusel tart (contains 8 nutriment and 5 gold) - food (satisfaction 0)
*you cannot bake a golden apple streusel tart, but it's present on some maps
|
16 |
 |
Tofu-pie (contains 10 nutriment) - food (satisfaction 0)
*you cannot bake a tofu-pie, but it's present on some maps
**cannot be sliced
|
25 |
 |
Carrot cake (contains 25 nutriment and 10 imidazoline) - food (satisfaction 0)
• slice to make 5 carrot cake slices
*you can use a sharp weapon to slice, but a large weapon will cause you to lose some of the slices
*you cannot bake a carrot cake, but it's contains in german dessert ration
|
17 |
 |
Carrot cake slice (contains 5 nutriment and 2 imidazoline) - food (satisfaction 0)
*pre-mapped will not contain any reagents inside due to a bug in the code.
|
15 |
 |
Cheesecake (contains 10 nutriment and 15 protein) - food (satisfaction 0)
• slice to make 5 cheesecake slices
*you can use a sharp weapon to slice, but a large weapon will cause you to lose some of the slices
*you cannot bake a cheesecake, but its slices presents on some maps
**cheese cake - typo in code
|
15 |
 |
Cheesecake slice (contains 2 nutriment and 3 protein) - food (satisfaction 0)
*pre-mapped will not contain any reagents inside due to a bug in the code.
**cheese cake slice - typo in code
|
15 |
 |
Vanilla cake (contains 20 nutriment) - food (satisfaction 0)
• slice to make 5 vanilla cake slices
*you can use a sharp weapon to slice, but a large weapon will cause you to lose some of the slices
*you cannot bake a vanilla cake, but it's presents on some maps
|
15 |
 |
Vanilla cake slice (contains 4 nutriment) - food (satisfaction 0)
*pre-mapped will not contain any reagents inside due to a bug in the code.
|
15 |
 |
Orange cake (contains 20 nutriment) - food (satisfaction 0)
• slice to make 5 orange cake slices
*you can use a sharp weapon to slice, but a large weapon will cause you to lose some of the slices
*you cannot bake a orange cake, it's not presents on maps, but defined in code
|
15 |
 |
Orange cake slice (contains 4 nutriment) - food (satisfaction 0)
*pre-mapped will not contain any reagents inside due to a bug in the code.
|
15 |
 |
Lemon cake (contains 20 nutriment) - food (satisfaction 0)
• slice to make 5 lemon cake slices
*you can use a sharp weapon to slice, but a large weapon will cause you to lose some of the slices
*you cannot bake a lemon cake, but it's presents on some maps
|
15 |
 |
Lemon cake slice (contains 4 nutriment) - food (satisfaction 0)
*pre-mapped will not contain any reagents inside due to a bug in the code.
|
15 |
 |
Lime cake (contains 20 nutriment) - food (satisfaction 0)
• slice to make 5 lime cake slices
*you can use a sharp weapon to slice, but a large weapon will cause you to lose some of the slices
*you cannot bake a lime cake, but it's presents on some maps
|
15 |
 |
Lime cake slice (contains 4 nutriment) - food (satisfaction 0)
*pre-mapped will not contain any reagents inside due to a bug in the code.
|
15 |
 |
Chocolate cake (contains 20 nutriment) - food (satisfaction 0)
• slice to make 5 chocolate cake slices
*you can use a sharp weapon to slice, but a large weapon will cause you to lose some of the slices
*you cannot bake a chocolate cake, but it's presents on some maps
|
15 |
 |
Chocolate cake slice (contains 4 nutriment) - food (satisfaction 0)
*pre-mapped will not contain any reagents inside due to a bug in the code.
|
15 |
 |
Apple cake (contains 15 nutriment) - food (satisfaction 0)
• slice to make 5 apple cake slices
*you can use a sharp weapon to slice, but a large weapon will cause you to lose some of the slices
*you cannot bake a apple cake, but it's presents on some maps
|
15 |
 |
Apple cake slice (contains 3 nutriment) - food (satisfaction 0)
*pre-mapped will not contain any reagents inside due to a bug in the code.
|
15 |
 |
Pumpkin pie (contains 15 nutriment) - food (satisfaction 0)
• slice to make 5 pumpkin pie slices
*you can use a sharp weapon to slice, but a large weapon will cause you to lose some of the slices
*you cannot bake a pumpkin pie, but it's presents on some maps
|
15 |
 |
Pumpkin pie slice (contains 3 nutriment) - food (satisfaction 0)
*pre-mapped will not contain any reagents inside due to a bug in the code.
|
15 |
Pizza
show/hide pizza
|
Product |
Decay (minutes) |
 |
Pizza (contains 8 nutriment and 2 parsley) - food (satisfaction 0)
*you cannot bake a pizza, but it's present on some maps
**it should contain 8 nutriment, 2 parsley and 2 ketchup, but defined non-existent reagent tomato (bug)
***cannot be sliced
|
15 |
 |
Pepperoni and cheese pizza (contains 2 parsley and 1 capsaicin oil) - food (satisfaction 0) non vegetarian
*you cannot bake a peperoni and cheese pizza, but it's present on some maps
**it should contain 9 nutriment, 2 ketchup and 1 capsaicin oil, but defined non-existent reagent tomato (bug) and other bugs in code make it wrong
***cannot be sliced
|
15 |
 |
Spicy vegetable pizza (contains 2 celery and 2 parsley) - food (satisfaction 0)
*you cannot bake a spicy vegetable pizza, but it's present on some maps
**it should contain 8 nutriment, 2 celery and 2 ketchup, but there is a bugs in the code
***cannot be sliced
|
15 |
 |
Meatball pizza (contains 4 protein and 2 parsley) - food (satisfaction 0) non vegetarian
*you cannot bake a meatball pizza, but it's present on some maps
**it should contain 6 nutriment, 4 protein and 2 ketchup, but there is a bugs in the code
***cannot be sliced
|
15 |
 |
Plain pizza (contains 2 parsley) - food (satisfaction 0)
*you cannot bake a plain pizza, it's not present on maps, but it's defined in code
**it should contain 4 nutriment, and 8 ketchup, but there is a bugs in the code
***cannot be sliced
|
15 |
 |
Cheese pizza (contains 2 parsley) - food (satisfaction 0)
*you cannot bake a cheese pizza, but it's present on some maps
**it should contain another reagents but there is a bugs in the code
***cannot be sliced
|
15 |
Egg related products
show/hide egg related products
|
Product |
Decay (minutes) |
 |
Egg box (contains 12 eggs) - eggs storage
• can contain boiled eggs, if you place it inside
*eggs in a box will decay as in container (two times longer)
**you cannot obtain egg box, it's not present on maps, but defined in code
***can't contain turkey eggs
****sprite thats defined to it absent in icon file
|
- |
 |
Egg (contains 2 nutriment) - food (satisfaction +4) non vegetarian
• using egg on liquid container will transfer reagents to container (2 nutriment)
*tip: eggs for now is a way to make moonshine (at least until nutriment reagent is corrected into egg yolk reagent in egg contains)
**thrown eggs will break and leave behind a broken egg on the floor
***you can throw eggs at humans
****egg don't contains egg yolk
|
90 |
 |
Egg turkey (contains 2 nutriment) - food (satisfaction +2)
• at the moment, everything is the same as the chicken egg, except for the satisfaction (+2 instead of +4) and the hatching of a turkey instead of a chick
|
90 |
 |
Boiled egg (contains 2 nutriment) - food (satisfaction +5) non vegetarian
*you cannot boil an egg, but it's present on some maps
|
12 |
 |
Fried egg (contains 2 nutriment, 1 table salt and 1 black pepper) - food (satisfaction +8) non vegetarian
*you cannot fry an egg, but it's present on some maps
|
12 |
 |
Omelette Du Fromage (contains 6 nutriment) - food (satisfaction +8) non vegetarian
*you cannot bake an omelette, but it's present on some maps
|
12 |
|
At this moment, only two egg-laying birds have been implemented: chickens and turkeys. These birds are supposed to lay eggs every 250 (or 120 for turkeys) seconds, but this is not happening due to a bug. If there is at least one conscious male in range of 3 (not a 3x3 area, but a diamond-shaped area 7 wide and 7 high), and there are less than 6 birds in total in this area, not counting males, then a new egg will be fertile and from it in 1600 (or 2000 for turkeys) seconds can hatch a chick, provided that on the whole map there are no more than 35 of them for turkeys and 50 for chickens. If you pick up a fertilized egg or put it in a container, you can disrupt the growth process, in which case the chick will not hatch.
|
Soups and stew
show/hide soups and stew
|
Product |
Decay (minutes) |
 |
Bowl - an item that remains after eating certain foods
• can be used on a pot of stew to get (due to a bug) stew in a wooden bowl
• cannot be crafted
*food in a bowl used for composting or making stew won't return the bowl after being used due a bug
|
- |
 |
Wood bowl - an item that remains after eating stew or caldo verde
• can be used on a pot of stew to get stew in a wooden bowl
• can be crafted from wood
*food in a bowl used for composting or making stew won't return the bowl after being used due a bug
|
- |
 |
Stew (contains 10 nutriment and 14 water) - food (satisfaction +4)
*you cannot get a stew in this type of bowl from pot of stew, but it's variant is present on some maps
**this won't fit in the pot for stewing as ingridient
***after eating, there will stay a bowl (not wooden)
****can be roasted due a bug
|
16 |
 |
Stew (in wooden bowl) (contains 10 nutriment and 14 water and ...) - food (satisfaction +4)
• to obtain use bowl on a pot of stew (see the cooking in a pot section for details)
*after eating, there will stay a wooden bowl
**this may used on the pot for stewing as ingridient due a bug
***pre-mapped will contains 10 nutriment and 14 water
****will contains additional nutriment and protein when obtained from a pot of stew due a bug
*****can be roasted due a bug
|
16 |
 |
Meatball soup (contains 8 proteins and 16 water) - food (satisfaction 0)
*you cannot cook a meatball soup, but it's present on some maps
**after eating, there will stay a bowl (not wooden)
***it must be non vegetarian, but wrong defined
|
16 |
 |
Vegetable soup (contains 8 nutriment and 16 water) - food (satisfaction 0)
*you cannot cook a vegetable soup, but it's present on some maps
**after eating, there will stay a bowl (not wooden)
|
20 |
 |
Tomato soup (contains 6 nutriment and 14 tomato juice) - food (satisfaction +4)
*you cannot cook a tomato soup, but it's present on some maps
**after eating, there will stay a bowl (not wooden)
|
15 |
 |
Mushroom soup (contains 8 nutriment and 30 water) - food (satisfaction 0)
*you cannot cook a mushroom soup, but it's present on some maps
**after eating, there will stay a bowl (not wooden)
|
15 |
 |
Borshch (contains 8 nutriment, 4 protein, 5 tomato juice, 5 imidazoline and 15 water) - food (satisfaction 0)
*you cannot cook a borshch, but it's present on some maps
**after eating, there will stay a bowl (not wooden)
***can be roasted due a bug
|
16 |
 |
Caldo verde (contains 4 nutriment, 4 protein and 15 water) - food (satisfaction +6)
*you cannot cook a caldo verde, but it's present on some maps
**after eating, there will stay a wooden bowl
***can be roasted due a bug
|
15 |
Butchering results
|
Select harm
|
|
or grab
|
|
intent, take an any sharp weapon
|
|
of any kind and use it on dead animal to start butchering or skinning process.
|
|
|
Harm intent used mostly for butchering. Butchering will continue for 3 seconds. It's will produce extra meat and extra fat for most animals (maybe it's a bug).
|
|
Grab intent is mostly used for skinning. Skinning will continue for 10 seconds. It doesn't matter what size the skinned mob was, but you will always get 1 meatsteak (not meat), and the value of the variable "amount" will be assigned, which means nothing for this type of item. And this is either unrealized mechanics or a bug. Also, you will never get leather when skinning, and this is also most likely a bug. Last but not least bug, if you get pelts or other products during the skinning process, you will not get a medical skill boost.
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Usually you get an increase in medical skill for butchering or skinning. See the hidden tables below for detailed results of this process.
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In most cases you will see exploding monkey. It's ok. Or a bug. Oh, yes, it's a bug.
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The names of all meat (or meatsteaks), fat, leather and bones will include the name of the butchered animal. In fact, they will all be the same with the same properties, with the exception of only some types of meat, which will be highlighted in the tables with a separate name.
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Leather and bones can be stacked and given the name of the used item on the stack, but the dropped item will be merged with the previous stack and given its name.
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Frogs, lizards and snakes
show/hide butchering results of frogs, lizard and snakes
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Butchering results
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Poisonous frog medical skill +0.3 at harm or +0.33333334 at grab
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x1 poisonous frog meat.
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 |
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x1 meatsteak (it's differs from poisonous frog meat);
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you won't get leather (due a bug).
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Frog medical skill +0.33333334
|
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x2 meat (it's a bug, must be x1);
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x2 fat (it's a bug, must be x1).
|
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 |
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x1 meatsteak;
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you won't get leather (due a bug).
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Beelzebufo medical skill +0.33333334
|
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x2 meat (it's a bug, must be x1);
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x2 fat (it's a bug, must be x1).
|
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 |
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x1 meatsteak;
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you won't get leather (due a bug).
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Lizard medical skill +0.33333334
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x2 meat (it's a bug, must be x1);
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x2 fat (it's a bug, must be x1).
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 |
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x1 meatsteak;
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you won't get leather (due a bug).
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Ianthasaurus medical skill +0.33333334 - has no sprite, but defined in code
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x2 meat (it's a bug, must be x1);
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x2 fat (it's a bug, must be x1).
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 |
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x1 meatsteak;
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you won't get leather (due a bug).
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Tiktaalik medical skill +0.33333334
|
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x2 meat (it's a bug, must be x1);
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x2 fat (it's a bug, must be x1).
|
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 |
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x1 meatsteak;
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you won't get leather (due a bug).
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Ichthyostega medical skill +0.33333334
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x2 meat (it's a bug, must be x1);
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x2 fat (it's a bug, must be x1).
|
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 |
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x1 meatsteak;
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you won't get leather (due a bug).
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Snake medical skill +1
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x2 meat (it's a bug, must be x1);
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x2 fat (it's a bug, must be x1);
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x1 leather;
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x1 bone.
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 |
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x1 meatsteak;
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you won't get leather (due a bug)
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x3 bone (it's a bug, must be x1).
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Cobra medical skill +1
|
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x2 meat (it's a bug, must be x1);
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x2 fat (it's a bug, must be x1);
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x1 leather;
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x1 bone.
|
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 |
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x1 meatsteak;
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you won't get leather (due a bug)
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x3 bone (it's a bug, must be x1).
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Boa constrictor medical skill +1.3333334
|
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x3 meat (it's a bug, must be x2);
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x3 fat (it's a bug, must be x2);
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x2 leather;
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x2 bone.
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 |
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x1 meatsteak (it's a bug, must be x2);
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you won't get leather (due a bug)
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x4 bone (it's a bug, must be x2).
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Python medical skill +1.3333334
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x3 meat (it's a bug, must be x2);
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x3 fat (it's a bug, must be x2);
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x2 leather;
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x2 bone.
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 |
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x1 meatsteak (it's a bug, must be x2);
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you won't get leather (due a bug)
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x4 bone (it's a bug, must be x2).
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Dinosaurs and archosaurs
show/hide butchering results of dinosaurs and archosaurs
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Butchering results
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Compsognathus medical skill +1 on harm intent, but 0 on grab intent due a bug
|
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x2 meat (it's a bug, must be x1);
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x2 fat (it's a bug, must be x1);
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x1 leather;
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x1 bone.
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 |
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x1 meatsteak;
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x1 lizard pelts;
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x3 bone (it's a bug, must be x1).
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Pachycephalosaurus as pachy medical skill +1.3333334 on harm intent, but 0 on grab intent due a bug presents two times in code as dinosaur/pachycephalosaurus and as pachy
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x3 meat (it's a bug, must be x2);
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x3 fat (it's a bug, must be x2);
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x2 leather;
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x2 bone.
|
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 |
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x1 meatsteak (it's a bug, must be x2);
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x3 pelts (all the rest math says it should be x2, but here x3);
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x4 bone (it's a bug, must be x2).
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Pachycephalosaurus as pachycephalosaurus medical skill +1.6666666 presents two times in code as dinosaur/pachycephalosaurus and as pachy
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x4 meat (it's a bug, must be x3);
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x4 fat (it's a bug, must be x3);
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x3 leather;
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x3 bone.
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 |
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x1 meatsteak (it's a bug, must be x3);
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you won't get leather (due a bug)
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x5 bone (it's a bug, must be x3).
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Alligator medical skill +1.6666666 on harm intent, but 0 on grab intent due a bug
|
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x4 meat (it's a bug, must be x3);
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x3 leather;
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x3 bone.
|
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 |
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x1 meatsteak (it's a bug, must be x3);
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x3 alligator pelts;
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x5 bone (it's a bug, must be x3).
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Velociraptor medical skill +1.6666666 on harm intent, but 0 on grab intent due a bug
|
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x4 meat (it's a bug, must be x3);
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x4 fat (it's a bug, must be x3);
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x3 leather;
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x3 bone.
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 |
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x1 meatsteak (it's a bug, must be x3);
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x3 lizard pelts;
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x5 bone (it's a bug, must be x3).
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Dimetrodon medical skill +1.6666666
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x4 meat (it's a bug, must be x3);
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x4 fat (it's a bug, must be x3);
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x3 leather;
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x3 bone.
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 |
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x1 meatsteak (it's a bug, must be x3);
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you won't get leather (due a bug)
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x5 bone (it's a bug, must be x3).
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Tyrannosaurus rex medical skill +2.6666667 on harm intent, but 0 on grab intent due a bug
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x7 meat (it's a bug, must be x6);
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x7 fat (it's a bug, must be x6);
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x6 leather;
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x6 bone.
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 |
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x1 meatsteak (it's a bug, must be x6);
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x10 lizard pelts (all the rest math says it should be x6, but here x10);
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x8 bone (it's a bug, must be x6).
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Mice, cats, dogs
show/hide butchering results of mice, cats and dogs
|
Butchering results
|
 |
 |
 |
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Mouse medical skill +0.3 unique animal that can only be butchered at any intent; there are mouse variations that are present in the code but not really needed
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 |
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x1 mouse meatsteak (or Tom meatsteak in some cases due a bug);
*it's unique meatsteak type, see details below at meat products section
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 |
 |
 |
 |
 |
Cat medical skill +1 on harm intent, but 0 on grab intent due a bug there are cat variations that are present in the code but not really needed *the names of meat, skin and bones may be different, but in essence they will be the same (this also works for a kitten)
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x2 meat (it's a bug, must be x1);
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x2 fat (it's a bug, must be x1);
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x1 leather;
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x1 bone.
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 |
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x1 meatsteak;
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x2 cat pelts (all the rest math says it should be x1, but here x2);
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x3 bone (it's a bug, must be x1).
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 |
Beagle medical skill +1 two variants of beagle in code
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Wild beagle typo in name Wild Beagle
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 |
Wild pug typo in name Wild Pug
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x2 meat (it's a bug, must be x1);
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x2 fat (it's a bug, must be x1);
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x1 leather;
|
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x1 bone.
|
|
 |
|
x1 meatsteak;
|
|
you won't get leather (due a bug)
|
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x3 bone (it's a bug, must be x1).
|
|
|
 |
Dog medical skill +1.3333334 it's looks like samoyed, but not samoyed
|
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x3 meat (it's a bug, must be x2);
|
|
x3 fat (it's a bug, must be x2);
|
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x2 leather;
|
|
x2 bone.
|
|
 |
|
x1 meatsteak (it's a bug, must be x2);
|
|
you won't get leather (due a bug)
|
|
x4 bone (it's a bug, must be x2).
|
|
|
 |
Animal medical skill +1.3333334 it's a dog - corgi, but named as animal due a weak code
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 |
Wild german shepherd typo in name Wild German Shepherd
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Wild samoyed or Samoyed guard dog typo in name Wild Samoyed
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Wild wolf has no sprite; different wolves in the code, for example, this one can be tamed (but invisible due an error); typo in name Wild Wolf
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x3 meat (it's a bug, must be x2);
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x3 fat (it's a bug, must be x2);
|
|
x2 leather;
|
|
x2 bone.
|
|
 |
|
x1 meatsteak (it's a bug, must be x2);
|
|
you won't get leather (due a bug)
|
|
x4 bone (it's a bug, must be x2).
|
|
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after this point the page is under construction and may contain inaccuracies!!!
|
Meat products
|
Product |
Decay (minutes) |
Rots (minutes) |
|
 |
Raw meat *use knife for slice to cutlets |
15 |
8 |
 |
 |
Roasted meat *it's all the same meat, but without cholera and food poisoning, more nutritious and tastes better |
* |
* |
 |
 |
Raw cutlet *use with container with flour in off-hand to make raw schnitzel |
15 |
8 |
 |
 |
Dried meat |
250 |
- |
|
Seafood
|
Product |
Decay (minutes) |
Rots (minutes) |
|


 |
Raw fish *use knife for slice to fillets **cod will slice to fish fillets |
15 |
8 |


 |
 |
Raw fish fillet |
12 |
7 |
 |
 |
Raw salmon fillet |
12 |
7 |
 |
 |
Dried fish |
180 |
- |
|
 |
Dried salmon |
200 |
- |
|
Other products
| Product |
Decay (minutes) |
| Eggs |
90 |
Ingredients
| Product |
Decay (minutes) |
| Dough |
25 |
Canned food
Any food product can be preserved in cans for long-term (infinite if sealed) storage. Canned food loses half satisfaction (or will be 1.5 times worse with negative satisfaction).
There are 3 types of tin cans:
can fit 3 food and fits in pocket,
can fit 5 food,
can fit 10 food.
After filling it with food cans must be sealed at canner
.
Cans can be opened with a knife. Attack the tin can with an empty hand to take the previously canned food.
Every time you put food in a tin can, it will lose satisfaction. Thus, putting food in a tin can and then taking it out and repeating it several times will result food item with very little satisfaction or terrible negative satisfaction.
How decay really works?
After creating a new food item, a food tick is triggered after 590-610 deciseconds. Each tick increases the decay timer by 600 (300 if the product not on the floor, 200 if it is in an unpowered fridge, 75 if it is on). If the container is a can, then the timer does not increase.
Food item that has a rotten variant, when the decay timer reaches more than half the time at the time the tick is checked, turns into its rotten version.
If the decay timer of a food item has exceeded its decay, then the item disappears.
Thus, for example, a raw cutlet, being in a refrigerator connected to the power supply, having 15 minutes before decays, will have 120 ticks (one minute each).
At the sixty-first tick, the cutlet will turn rotten. The minimum real time this will happen will be one hour minus one second (3599 seconds), the maximum time will be one hour, two minutes and one second (3721 seconds).
What will be included later to this page (TO DO LIST)
snacks food (is not added before)
poo, manure, dry dung and composting mechanics
cockroach
meat subtypes
frog eggs
raw fish subtypes
bear meat
animal organs
MRE
drinks(?)
pickle
octopus
rawlobster
squid
shell fish
bad recipe
fishing cage
ovens cooking
stew cooking
vending sales food (?) if needs
food from complex production
dried food
chocolatebar, pervitinchocolatebar
glass attacks
fat, lard
add details of food items (vegetarian, effects etc.)
say about condiments mechanics
Football
Controls:
with the ball:
without the ball:
-
Z to tackle (both you and your opponent get thrown on the ground) - Unless youre a goalkeeper, then Z picks up the ball.
-
Mouse Click to put pressure on someone (might get the ball, lower chance than tackle but wont throw you or the opponent to the ground and you'll get the ball in your possession)
Full_Crafting_List
Full Crafting List
Here you can find the full craft list, in sortable tables and segmented by material.
To look for specific items, use the "Find in page" command - Ctrl-F.
Exported on 26 March 2024 - Commit 15876
bamboo
| Item | Cost | Material | Category | Research Needed | Available Until |
| ---------------------------- | ---- | -------- | ---------------------- | --------------------------------------- | --------------------------------- |
| bamboo altar | 20 | bamboo | religious & decoration | Available from the start. | Available until the Modern Age. |
| small tiki statue | 8 | bamboo | religious & decoration | Available from the start. | Available until the Modern Age. |
| tiki torch | 5 | bamboo | none | Available from the start. | Available until the Modern Age. |
| large bamboo double doors | 5 | bamboo | construction | Requires 18 Industrial research points. | Available until the Modern Age. |
| roof support | 2 | bamboo | construction | Available from the start. | Available until the Modern Age. |
| bamboo wall frame | 1 | bamboo | construction | Requires 10 Industrial research points. | Available until the Modern Age. |
| horizontal tatami floor | 0.75 | bamboo | construction | Available from the start. | Available until the Modern Age. |
| vertical tatami floor | 0.75 | bamboo | construction | Available from the start. | Available until the Modern Age. |
| horizontal dark tatami floor | 0.75 | bamboo | construction | Available from the start. | Available until the Modern Age. |
| vertical dark tatami floor | 0.75 | bamboo | construction | Available from the start. | Available until the Modern Age. |
| research kit | 10 | bamboo | paper & printing | Available from the start. | Available until the Modern Age. |
| scientific literature | 4 | bamboo | paper & printing | Available from the start. | Available until the Modern Age. |
| pen | 1 | bamboo | paper & printing | Requires 19 Industrial research points. | Available until the Modern Age. |
| paper sheet | 1 | bamboo | paper & printing | Requires 19 Industrial research points. | Available until the Modern Age. |
| rice hat | 3 | bamboo | none | Requires 38 Medical research points. | Available until the Modern Age. |
| training sword | 8 | bamboo | none | Requires 21 Military research points. | Available until the Imperial Age. |
| bamboo spear | 3 | bamboo | none | Available from the start. | Available until the Imperial Age. |
barbedwire
| Item | Cost | Material | Category | Research Needed | Available Until |
| -------- | ---- | ---------- | -------- | ------------------------- | ------------------------------- |
| barbwire | 1 | barbedwire | none | Available from the start. | Available until the Modern Age. |
bearpeltblack
| Item | Cost | Material | Category | Research Needed | Available Until |
| ----------------------------- | ---- | ------------- | -------- | ------------------------------------------------- | --------------------------------- |
| primitive pelt coat | 6 | bearpeltblack | none | Available from the start. | Available until the Stone Age. |
| fur coat | 6 | bearpeltblack | none | Requires 20 Medical research points. | Available until the Modern Age. |
| fancy fur coat | 10 | bearpeltblack | none | Available from the start. | Available until the Modern Age. |
| fur boots | 3 | bearpeltblack | none | Available from the start. | Available until the Modern Age. |
| fur gloves | 3 | bearpeltblack | none | Available from the start. | Available until the Modern Age. |
| bear pelt headcover | 4 | bearpeltblack | none | Available from the start. | Available until the Modern Age. |
| furcap | 2 | bearpeltblack | none | Requires 89 Medical research points. | Available until the Modern Age. |
| furhat | 2 | bearpeltblack | none | Requires 89 Medical research points. | Available until the Modern Age. |
| black napoleonic bearskin hat | 4 | bearpeltblack | none | Requires 88 Military, 92 Medical research points. | Available until the Imperial Age. |
bearpeltbrown
| Item | Cost | Material | Category | Research Needed | Available Until |
| ----------------------------- | ---- | ------------- | -------- | ------------------------------------------------- | --------------------------------- |
| primitive pelt coat | 6 | bearpeltbrown | none | Available from the start. | Available until the Stone Age. |
| fur coat | 6 | bearpeltbrown | none | Requires 20 Medical research points. | Available until the Modern Age. |
| fancy fur coat | 10 | bearpeltbrown | none | Available from the start. | Available until the Modern Age. |
| fur boots | 3 | bearpeltbrown | none | Available from the start. | Available until the Modern Age. |
| fur gloves | 3 | bearpeltbrown | none | Available from the start. | Available until the Modern Age. |
| bear pelt headcover | 4 | bearpeltbrown | none | Available from the start. | Available until the Modern Age. |
| furcap | 2 | bearpeltbrown | none | Requires 89 Medical research points. | Available until the Modern Age. |
| furhat | 2 | bearpeltbrown | none | Requires 89 Medical research points. | Available until the Modern Age. |
| brown napoleonic bearskin hat | 4 | bearpeltbrown | none | Requires 88 Military, 92 Medical research points. | Available until the Imperial Age. |
bearpeltwhite
| Item | Cost | Material | Category | Research Needed | Available Until |
| ----------------------------- | ---- | ------------- | -------- | ------------------------------------------------- | --------------------------------- |
| primitive pelt coat | 6 | bearpeltwhite | none | Available from the start. | Available until the Stone Age. |
| fur coat | 6 | bearpeltwhite | none | Requires 20 Medical research points. | Available until the Modern Age. |
| fur boots | 3 | bearpeltwhite | none | Available from the start. | Available until the Modern Age. |
| fur gloves | 3 | bearpeltwhite | none | Available from the start. | Available until the Modern Age. |
| bear pelt headcover | 4 | bearpeltwhite | none | Available from the start. | Available until the Modern Age. |
| furcap | 2 | bearpeltwhite | none | Requires 89 Medical research points. | Available until the Modern Age. |
| furhat | 2 | bearpeltwhite | none | Requires 89 Medical research points. | Available until the Modern Age. |
| regal ermine cape | 9 | bearpeltwhite | none | Requires 38 Medical research points. | Available until the Modern Age. |
| white napoleonic bearskin hat | 4 | bearpeltwhite | none | Requires 88 Military, 92 Medical research points. | Available until the Imperial Age. |
bisonpelt
| Item | Cost | Material | Category | Research Needed | Available Until |
| -------------------- | ---- | --------- | -------- | ------------------------------------ | ------------------------------- |
| bison pelt headcover | 3 | bisonpelt | none | Available from the start. | Available until the Modern Age. |
| furcap | 2 | bisonpelt | none | Requires 89 Medical research points. | Available until the Modern Age. |
| furhat | 2 | bisonpelt | none | Requires 89 Medical research points. | Available until the Modern Age. |
| bisonhead furhat | 3 | bisonpelt | none | Requires 89 Medical research points. | Available until the Modern Age. |
| primitive pelt coat | 6 | bisonpelt | none | Available from the start. | Available until the Stone Age. |
| fur coat | 6 | bisonpelt | none | Requires 20 Medical research points. | Available until the Modern Age. |
| fancy fur coat | 10 | bisonpelt | none | Available from the start. | Available until the Modern Age. |
| fur boots | 3 | bisonpelt | none | Available from the start. | Available until the Modern Age. |
| fur gloves | 3 | bisonpelt | none | Available from the start. | Available until the Modern Age. |
bone
| Item | Cost | Material | Category | Research Needed | Available Until |
| ------------------------------ | ---- | -------- | -------- | --------------------------------------------------------------- | ------------------------------------- |
| bone talisman | 2 | bone | none | Available from the start. | Available until the Imperial Age. |
| skull mask | 5 | bone | none | Available from the start. | Available until the Middle Ages. |
| bone helmet | 10 | bone | none | Available from the start. | Available until the Middle Ages. |
| bone armor | 10 | bone | none | Available from the start. | Available until the Bronze Age. |
| primitive bone hair-pipe armor | 5 | bone | none | Available from the start. | Available until the Middle Ages. |
| bone hatchet | 2 | bone | none | Available from the start. | Available until the Modern Age. |
| battle axe | 10 | bone | none | Available from the start. | Available until the Industrial Age. |
| tribal bone knife | 4 | bone | none | Available from the start. | Available until the Industrial Age. |
| bone pickaxe | 2 | bone | none | Available from the start. | Available until the Modern Age. |
| bone shovel | 2 | bone | none | Available from the start. | Available until the Modern Age. |
| blowing horn | 4 | bone | none | Available from the start. | Available until the Industrial Age. |
| dice | 2 | bone | none | Requires 15 Industrial research points. | Available until the Modern Age. |
| tomahawk | 4 | bone | none | Requires 25 Industrial research points. | Available until the Industrial Age. |
| bone dart | 2 | bone | none | Requires 9 Industrial, 14 Military, 12 Medical research points. | Available until the Early Modern Age. |
bronze
| Item | Cost | Material | Category | Research Needed | Available Until |
| ------------------------------------- | ---- | -------- | ---------------------- | ---------------------------------------------------- | ----------------------------------- |
| bronze cart | 30 | bronze | logistics | Requires 100 Industrial research points. | Available until the Industrial Age. |
| bronze bathtub | 50 | bronze | hygiene | Requires 30 Industrial, 20 Medical research points. | Available until the Industrial Age. |
| bronze public bathtub | 50 | bronze | hygiene | Requires 85 Industrial, 60 Medical research points. | Available until the Industrial Age. |
| bronze etsy lamp | 4 | bronze | none | Requires 15 Industrial research points. | Available until the Modern Age. |
| ashtray | 3 | bronze | none | Requires 20 Industrial research points. | Available until the Modern Age. |
| large bronze double doors | 8 | bronze | none | Requires 18 Industrial research points. | Available until the Modern Age. |
| shears | 2 | bronze | tools | Available from the start. | Available until the Modern Age. |
| bronze phrigian helmet | 4 | bronze | armor | Requires 21 Industrial, 16 Military research points. | Available until the Bronze Age. |
| bronze montefortino helmet | 4 | bronze | armor | Requires 21 Industrial, 16 Military research points. | Available until the Bronze Age. |
| bronze chestplate | 6 | bronze | armor | Requires 24 Industrial, 21 Military research points. | Available until the Middle Ages. |
| bronze dragoon helmet | 7 | bronze | armor | Requires 88 Military, 92 Medical research points. | Available until the Imperial Age. |
| bronze retractor | 2 | bronze | healthcare | Requires 18 Industrial, 26 Medical research points. | Available until the Modern Age. |
| bronze hemostat | 2 | bronze | healthcare | Requires 18 Industrial, 26 Medical research points. | Available until the Modern Age. |
| bronze cautery | 2 | bronze | healthcare | Requires 18 Industrial, 26 Medical research points. | Available until the Modern Age. |
| bronze bone saw | 2 | bronze | healthcare | Requires 18 Industrial, 26 Medical research points. | Available until the Modern Age. |
| bronze bone setter | 2 | bronze | healthcare | Requires 18 Industrial, 26 Medical research points. | Available until the Modern Age. |
| bronze scalpel | 2 | bronze | healthcare | Requires 18 Industrial, 26 Medical research points. | Available until the Modern Age. |
| bronze arm bangles | 2 | bronze | none | Available from the start. | Available until the Modern Age. |
| spiked bracers | 3 | bronze | none | Requires 180 Industrial research points. | Available until the Modern Age. |
| bronze medal | 2 | bronze | none | Requires 60 Industrial, 60 Military research points. | Available until the Modern Age. |
| bronze statue | 10 | bronze | religious & decoration | Requires 10 Industrial research points. | Available until the Modern Age. |
| bronze sarcophagus | 25 | bronze | religious & decoration | Available from the start. | Available until the Bronze Age. |
| monumental bronze statue of karl marx | 30 | bronze | religious & decoration | Requires 125 Industrial research points. | Available until the Modern Age. |
| bronze bust of karl marx | 3 | bronze | religious & decoration | Requires 125 Industrial research points. | Available until the Modern Age. |
| globe | 8 | bronze | religious & decoration | Requires 85 Industrial, 80 Military research points. | Available until the Modern Age. |
catpelt
| Item | Cost | Material | Category | Research Needed | Available Until |
| ---------- | ---- | -------- | -------- | ------------------------------------ | ------------------------------- |
| pelt coat | 6 | catpelt | none | Available from the start. | Available until the Stone Age. |
| fur coat | 6 | catpelt | none | Requires 20 Medical research points. | Available until the Modern Age. |
| fur boots | 3 | catpelt | none | Available from the start. | Available until the Modern Age. |
| fur gloves | 3 | catpelt | none | Available from the start. | Available until the Modern Age. |
| furcap | 2 | catpelt | none | Requires 89 Medical research points. | Available until the Modern Age. |
| furhat | 2 | catpelt | none | Requires 89 Medical research points. | Available until the Modern Age. |
chitin
| Item | Cost | Material | Category | Research Needed | Available Until |
| ------------- | ---- | -------- | -------- | ------------------------- | ------------------------------ |
| chitin mask | 4 | chitin | none | Available from the start. | Available until the Stone Age. |
| chitin helmet | 7 | chitin | none | Available from the start. | Available until the Stone Age. |
| chitin armor | 14 | chitin | none | Available from the start. | Available until the Stone Age. |
clay
| Item | Cost | Material | Category | Research Needed | Available Until |
| -------------------------------- | ---- | -------- | ----------------------- | ---------------------------------------- | -------------------------------- |
| unfired clay roofing | 0.5 | clay | none | Available from the start. | Available until the Modern Age. |
| unfired blue clay roofing | 0.5 | clay | none | Requires 18 Industrial research points. | Available until the Modern Age. |
| unfired black clay roofing | 0.5 | clay | none | Requires 18 Industrial research points. | Available until the Modern Age. |
| unfired black kerawa roofing | 0.5 | clay | none | Available from the start. | Available until the Modern Age. |
| concrete roof builder | 0.75 | clay | none | Requires 103 Industrial research points. | Available until the Modern Age. |
| unfired clay vase | 3 | clay | kitchen | Available from the start. | Available until the Modern Age. |
| unfired clay wine cup | 1 | clay | kitchen | Available from the start. | Available until the Modern Age. |
| unfired clay bowl | 1 | clay | kitchen | Available from the start. | Available until the Modern Age. |
| unfired clay jug | 2 | clay | kitchen | Available from the start. | Available until the Modern Age. |
| unfired clay cup | 1 | clay | kitchen | Available from the start. | Available until the Modern Age. |
| unfired clay cooking pot | 2 | clay | none | Available from the start. | Available until the Modern Age. |
| unfired very small clay pot | 1 | clay | none | Available from the start. | Available until the Modern Age. |
| unfired small clay pot | 1 | clay | none | Available from the start. | Available until the Modern Age. |
| unfired medium clay pot | 2 | clay | kitchen | Available from the start. | Available until the Modern Age. |
| unfired large clay pot | 3 | clay | kitchen | Available from the start. | Available until the Modern Age. |
| unfired clay pitcher | 2 | clay | kitchen | Available from the start. | Available until the Modern Age. |
| unfired large clay pitcher | 3 | clay | kitchen | Available from the start. | Available until the Modern Age. |
| unfired clay blocks | 0.5 | clay | none | Available from the start. | Available until the Modern Age. |
| unfired clay bricks | 0.5 | clay | none | Requires 82 Industrial research points. | Available until the Modern Age. |
| unfired cement bricks | 4 | clay | none | Requires 82 Industrial research points. | Available until the Modern Age. |
| concrete floor | 0.5 | clay | none | Requires 103 Industrial research points. | Available until the Modern Age. |
| clay brick bloomery | 10 | clay | none | Requires 26 Industrial research points. | Available until the Modern Age. |
| clay kiln | 10 | clay | none | Requires 26 Industrial research points. | Available until the Modern Age. |
| concrete pillar | 2 | clay | none | Requires 103 Industrial research points. | Available until the Modern Age. |
| unfired ingot mold | 1.5 | clay | molds | Available from the start. | Available until the Modern Age. |
| unfired axehead mold | 1.5 | clay | molds | Available from the start. | Available until the Modern Age. |
| unfired sword mold | 5 | clay | molds | Available from the start. | Available until the Modern Age. |
| unfired knife mold | 1 | clay | molds | Available from the start. | Available until the Modern Age. |
| unfired spearhead mold | 1.5 | clay | molds | Available from the start. | Available until the Modern Age. |
| unfired pickaxe mold | 3 | clay | molds | Available from the start. | Available until the Modern Age. |
| unfired shovel mold | 3 | clay | molds | Available from the start. | Available until the Modern Age. |
| unfired arrowhead mold | 1 | clay | molds | Available from the start. | Available until the Modern Age. |
| unfired blacksmith clay pot | 2 | clay | molds | Available from the start. | Available until the Modern Age. |
| unfired blacksmith clay jug | 5 | clay | molds | Available from the start. | Available until the Modern Age. |
| raw stucco | 1.5 | clay | wall coverings & stucco | Requires 18 Industrial research points. | Available until the Modern Age. |
| raw roman stucco | 1.5 | clay | wall coverings & stucco | Requires 18 Industrial research points. | Available until the Middle Ages. |
| light clay plant pot | 4 | clay | plant pots & decoration | Requires 18 Industrial research points. | Available until the Modern Age. |
| medium sized yellow clay planter | 4 | clay | plant pots & decoration | Requires 18 Industrial research points. | Available until the Modern Age. |
cloth
| Item | Cost | Material | Category | Research Needed | Available Until |
| ---------------------------------- | ---- | -------- | ---------------------------------- | --------------------------------------------------- | ------------------------------------- |
| small cloth sail | 15 | cloth | none | Requires 22 Medical research points. | Available until the Modern Age. |
| cigarette pack | 1 | cloth | none | Requires 90 Industrial research points. | Available until the Modern Age. |
| sandbag | 1 | cloth | none | Requires 90 Medical research points. | Available until the Modern Age. |
| cashbag | 1 | cloth | none | Requires 90 Medical research points. | Available until the Modern Age. |
| courier sneakers | 3 | cloth | foot wear | Requires 180 Medical research points. | Available until the Modern Age. |
| oven mittens | 3 | cloth | gloves | Requires 45 Industrial, 8 Medical research points. | Available until the Modern Age. |
| motorist gloves | 3 | cloth | gloves | Requires 180 Medical research points. | Available until the Modern Age. |
| customizable armband | 1 | cloth | accessories | Available from the start. | Available until the Modern Age. |
| customizable sash | 1 | cloth | accessories | Available from the start. | Available until the Modern Age. |
| customizable cape | 2 | cloth | accessories | Available from the start. | Available until the Imperial Age. |
| customizable tabard | 2 | cloth | accessories | Available from the start. | Available until the Imperial Age. |
| customizable apron | 2 | cloth | accessories | Available from the start. | Available until the Modern Age. |
| customizable priest band | 1.5 | cloth | accessories | Requires 28 Medical research points. | Available until the Modern Age. |
| customizable scarf | 2 | cloth | accessories | Requires 70 Medical research points. | Available until the Modern Age. |
| neck ruffle | 2 | cloth | accessories | Requires 70 Medical research points. | Available until the Imperial Age. |
| customizable tie | 2 | cloth | accessories | Requires 95 Medical research points. | Available until the Modern Age. |
| customizable bowtie | 2 | cloth | accessories | Requires 95 Medical research points. | Available until the Modern Age. |
| white bedsheet | 2 | cloth | bedsheets | Requires 28 Medical research points. | Available until the Modern Age. |
| medical bedsheet | 2 | cloth | bedsheets | Requires 28 Medical research points. | Available until the Modern Age. |
| brown bedsheet | 2 | cloth | bedsheets | Requires 28 Medical research points. | Available until the Modern Age. |
| blue bedsheet | 2 | cloth | bedsheets | Requires 28 Medical research points. | Available until the Modern Age. |
| yellow bedsheet | 2 | cloth | bedsheets | Requires 28 Medical research points. | Available until the Modern Age. |
| red bedsheet | 2 | cloth | bedsheets | Requires 28 Medical research points. | Available until the Modern Age. |
| custom flag maker | 4 | cloth | banners & flags | Requires 21 Medical research points. | Available until the Modern Age. |
| faction banner (square) | 3 | cloth | banners & flags | Requires 21 Medical research points. | Available until the Modern Age. |
| faction banner (gonfalon) | 3 | cloth | banners & flags | Requires 21 Medical research points. | Available until the Modern Age. |
| religious banner | 3 | cloth | banners & flags | Requires 21 Medical research points. | Available until the Modern Age. |
| bandages | 1 | cloth | healthcare | Requires 19 Medical research points. | Available until the Modern Age. |
| surgery kit | 6 | cloth | healthcare | Requires 18 Industrial, 26 Medical research points. | Available until the Modern Age. |
| burn kit | 1 | cloth | healthcare | Requires 43 Medical research points. | Available until the Modern Age. |
| trauma kit | 2 | cloth | healthcare | Requires 56 Medical research points. | Available until the Modern Age. |
| surgical mask | 1 | cloth | healthcare | Requires 108 Medical research points. | Available until the Modern Age. |
| pink carpet | 1 | cloth | carpeting | Requires 45 Industrial research points. | Available until the Modern Age. |
| red carpet | 1 | cloth | carpeting | Requires 45 Industrial research points. | Available until the Modern Age. |
| orange carpet | 1 | cloth | carpeting | Requires 45 Industrial research points. | Available until the Modern Age. |
| purple carpet | 1 | cloth | carpeting | Requires 45 Industrial research points. | Available until the Modern Age. |
| blue carpet | 1 | cloth | carpeting | Requires 45 Industrial research points. | Available until the Modern Age. |
| teal carpet | 1 | cloth | carpeting | Requires 45 Industrial research points. | Available until the Modern Age. |
| green carpet | 1 | cloth | carpeting | Requires 45 Industrial research points. | Available until the Modern Age. |
| black carpet | 1 | cloth | carpeting | Requires 45 Industrial research points. | Available until the Modern Age. |
| white carpet | 1 | cloth | carpeting | Requires 45 Industrial research points. | Available until the Modern Age. |
| cloth curtain | 1 | cloth | furniture | Available from the start. | Available until the Modern Age. |
| foldable canopy | 4 | cloth | furniture | Requires 19 Medical research points. | Available until the Modern Age. |
| sofa (left) | 8 | cloth | furniture | Requires 93 Medical research points. | Available until the Modern Age. |
| sofa (centre) | 8 | cloth | furniture | Requires 93 Medical research points. | Available until the Modern Age. |
| sofa (right) | 8 | cloth | furniture | Requires 93 Medical research points. | Available until the Modern Age. |
| plague doctor suit | 5 | cloth | jackets & vests | Requires 38 Medical research points. | Available until the Imperial Age. |
| custom haori jacket | 4 | cloth | jackets & vests | Requires 38 Medical research points. | Available until the Modern Age. |
| black haori jacket | 4 | cloth | jackets & vests | Requires 38 Medical research points. | Available until the Modern Age. |
| monk robes | 6 | cloth | jackets & vests | Requires 38 Medical research points. | Available until the Modern Age. |
| custom colonial jacket | 5 | cloth | jackets & vests | Requires 57 Medical research points. | Available until the Imperial Age. |
| custom colonial coat | 7 | cloth | jackets & vests | Requires 57 Medical research points. | Available until the Imperial Age. |
| black jacket | 6 | cloth | jackets & vests | Requires 57 Medical research points. | Available until the Industrial Age. |
| fancy brown jacket | 10 | cloth | jackets & vests | Requires 57 Medical research points. | Available until the Imperial Age. |
| fancy red jacket | 10 | cloth | jackets & vests | Requires 57 Medical research points. | Available until the Imperial Age. |
| blue vest | 4 | cloth | jackets & vests | Requires 57 Medical research points. | Available until the Modern Age. |
| black vest | 4 | cloth | jackets & vests | Requires 57 Medical research points. | Available until the Modern Age. |
| customizable poncho | 2 | cloth | jackets & vests | Requires 57 Medical research points. | Available until the Modern Age. |
| black vest | 4 | cloth | jackets & vests | Requires 89 Medical research points. | Available until the Modern Age. |
| blue vest | 4 | cloth | jackets & vests | Requires 89 Medical research points. | Available until the Modern Age. |
| olive vest | 4 | cloth | jackets & vests | Requires 89 Medical research points. | Available until the Modern Age. |
| brown winter coat | 10 | cloth | jackets & vests | Requires 99 Medical research points. | Available until the Modern Age. |
| grey winter coat | 10 | cloth | jackets & vests | Requires 99 Medical research points. | Available until the Modern Age. |
| chest length apron | 4 | cloth | jackets & vests | Requires 105 Medical research points. | Available until the Modern Age. |
| waist length apron | 4 | cloth | jackets & vests | Requires 105 Medical research points. | Available until the Modern Age. |
| charcoal suit | 15 | cloth | jackets & vests | Requires 112 Medical research points. | Available until the Modern Age. |
| black suit | 15 | cloth | jackets & vests | Requires 112 Medical research points. | Available until the Modern Age. |
| dark black suit | 15 | cloth | jackets & vests | Requires 112 Medical research points. | Available until the Modern Age. |
| burgundy suit | 15 | cloth | jackets & vests | Requires 112 Medical research points. | Available until the Modern Age. |
| checkered suit | 15 | cloth | jackets & vests | Requires 112 Medical research points. | Available until the Modern Age. |
| victorian tailcoat | 15 | cloth | jackets & vests | Requires 112 Medical research points. | Available until the Modern Age. |
| cream short jacket | 15 | cloth | jackets & vests | Requires 112 Medical research points. | Available until the Modern Age. |
| navy suit | 15 | cloth | jackets & vests | Requires 112 Medical research points. | Available until the Modern Age. |
| olive drab NBC suit | 12 | cloth | jackets & vests | Requires 145 Medical research points. | Available until the Modern Age. |
| olive drab NBC hood | 3 | cloth | jackets & vests | Requires 145 Medical research points. | Available until the Modern Age. |
| yellow NBC suit | 12 | cloth | jackets & vests | Requires 145 Medical research points. | Available until the Modern Age. |
| yellow NBC hood | 3 | cloth | jackets & vests | Requires 145 Medical research points. | Available until the Modern Age. |
| grey parka | 8 | cloth | jackets & vests | Requires 145 Medical research points. | Available until the Modern Age. |
| blue hawaiian shirt | 3 | cloth | jackets & vests | Requires 165 Medical research points. | Available until the Modern Age. |
| orange hawaiian shirt | 3 | cloth | jackets & vests | Requires 165 Medical research points. | Available until the Modern Age. |
| purple hawaiian shirt | 3 | cloth | jackets & vests | Requires 165 Medical research points. | Available until the Modern Age. |
| green hawaiian shirt | 3 | cloth | jackets & vests | Requires 165 Medical research points. | Available until the Modern Age. |
| motorist jacket | 6 | cloth | jackets & vests | Requires 180 Medical research points. | Available until the Modern Age. |
| linothorax armor | 8 | cloth | armor | Requires 20 Military, 23 Medical research points. | Available until the Imperial Age. |
| purple arabic turban helmet | 5 | cloth | armor | Requires 38 Medical research points. | Available until the Imperial Age. |
| red arabic turban helmet | 5 | cloth | armor | Requires 38 Medical research points. | Available until the Imperial Age. |
| green arabic turban helmet | 5 | cloth | armor | Requires 38 Medical research points. | Available until the Imperial Age. |
| blue arabic turban helmet | 5 | cloth | armor | Requires 38 Medical research points. | Available until the Imperial Age. |
| emirate turban | 7 | cloth | armor | Requires 38 Medical research points. | Available until the Imperial Age. |
| fiendish headdress | 4 | cloth | hats | Requires 18 Medical research points. | Available until the Industrial Age. |
| semitic cap | 4 | cloth | hats | Requires 18 Medical research points. | Available until the Imperial Age. |
| mayan headdress | 4 | cloth | hats | Requires 18 Medical research points. | Available until the Imperial Age. |
| pharoah headdress | 6 | cloth | hats | Requires 18 Medical research points. | Available until the Bronze Age. |
| nemes headdress | 6 | cloth | hats | Requires 18 Medical research points. | Available until the Bronze Age. |
| black egyptian headdress | 4 | cloth | hats | Requires 18 Medical research points. | Available until the Bronze Age. |
| blue egyptian headdress | 4 | cloth | hats | Requires 18 Medical research points. | Available until the Bronze Age. |
| red egyptian headdress | 4 | cloth | hats | Requires 18 Medical research points. | Available until the Bronze Age. |
| hedjet crown | 5 | cloth | hats | Requires 18 Medical research points. | Available until the Bronze Age. |
| deshret crown | 5 | cloth | hats | Requires 18 Medical research points. | Available until the Bronze Age. |
| straw hat | 3 | cloth | hats | Requires 18 Medical research points. | Available until the Modern Age. |
| pschent crown | 5 | cloth | hats | Requires 24 Medical research points. | Available until the Bronze Age. |
| ainu bandana | 4 | cloth | hats | Requires 28 Medical research points. | Available until the Early Modern Age. |
| brown padded head-cap | 4 | cloth | hats | Requires 32 Military, 42 Medical research points. | Available until the Middle Ages. |
| grey padded head-cap | 4 | cloth | hats | Requires 32 Military, 42 Medical research points. | Available until the Middle Ages. |
| ratty old padded head-cap | 4 | cloth | hats | Requires 32 Military, 42 Medical research points. | Available until the Middle Ages. |
| hooded cape | 6 | cloth | hats | Requires 35 Medical research points. | Available until the Imperial Age. |
| count hat | 5 | cloth | hats | Requires 35 Medical research points. | Available until the Modern Age. |
| colored turban | 2 | cloth | hats | Requires 38 Medical research points. | Available until the Modern Age. |
| white turban | 2 | cloth | hats | Requires 38 Medical research points. | Available until the Modern Age. |
| grand turban | 5 | cloth | hats | Requires 38 Medical research points. | Available until the Modern Age. |
| custom taqiyah | 2 | cloth | hats | Requires 38 Medical research points. | Available until the Modern Age. |
| custom hijab | 2 | cloth | hats | Requires 38 Medical research points. | Available until the Modern Age. |
| custom keffiyeh | 2 | cloth | hats | Requires 38 Medical research points. | Available until the Modern Age. |
| custom kippa | 2 | cloth | hats | Requires 38 Medical research points. | Available until the Modern Age. |
| phrigian hat | 4 | cloth | hats | Requires 38 Medical research points. | Available until the Middle Ages. |
| red phrigian hat | 4 | cloth | hats | Requires 38 Medical research points. | Available until the Middle Ages. |
| blue phrigian hat | 4 | cloth | hats | Requires 38 Medical research points. | Available until the Middle Ages. |
| doge hat | 4 | cloth | hats | Requires 38 Medical research points. | Available until the Imperial Age. |
| plague doctor hat | 4 | cloth | hats | Requires 38 Medical research points. | Available until the Imperial Age. |
| nun hood | 4 | cloth | hats | Requires 38 Medical research points. | Available until the Modern Age. |
| customizable hennin | 2 | cloth | hats | Requires 38 Medical research points. | Available until the Imperial Age. |
| custom noble hat | 4 | cloth | hats | Requires 38 Medical research points. | Available until the Imperial Age. |
| feathered hat | 3 | cloth | hats | Requires 52 Medical research points. | Available until the Modern Age. |
| custom feather cap | 4 | cloth | hats | Requires 52 Medical research points. | Available until the Modern Age. |
| kasa hat | 3 | cloth | hats | Requires 40 Medical research points. | Available until the Modern Age. |
| jingasa hat | 5 | cloth | hats | Requires 40 Medical research points. | Available until the Modern Age. |
| gat hat | 2 | cloth | hats | Requires 52 Medical research points. | Available until the Modern Age. |
| artisan hat | 2 | cloth | hats | Requires 52 Medical research points. | Available until the Imperial Age. |
| red beret | 2 | cloth | hats | Requires 62 Medical research points. | Available until the Modern Age. |
| blue beret | 2 | cloth | hats | Requires 62 Medical research points. | Available until the Modern Age. |
| custom beret | 2 | cloth | hats | Requires 62 Medical research points. | Available until the Modern Age. |
| black bicorne | 2 | cloth | hats | Requires 78 Medical research points. | Available until the Industrial Age. |
| black tricorne | 3 | cloth | hats | Requires 78 Medical research points. | Available until the Industrial Age. |
| tarred hat | 3 | cloth | hats | Requires 78 Medical research points. | Available until the Early Modern Age. |
| capotain | 4 | cloth | hats | Requires 80 Medical research points. | Available until the Industrial Age. |
| pilgrim hat | 4 | cloth | hats | Requires 80 Medical research points. | Available until the Industrial Age. |
| nurse hat | 2 | cloth | hats | Requires 88 Medical research points. | Available until the Modern Age. |
| bowler hat | 2 | cloth | hats | Requires 98 Medical research points. | Available until the Modern Age. |
| sombrero | 4 | cloth | hats | Requires 98 Medical research points. | Available until the Modern Age. |
| vaquero hat | 4 | cloth | hats | Requires 98 Medical research points. | Available until the Industrial Age. |
| bandit hat | 4 | cloth | hats | Requires 98 Medical research points. | Available until the Industrial Age. |
| tophat | 5 | cloth | hats | Requires 109 Medical research points. | Available until the Modern Age. |
| ten gallon hat | 5 | cloth | hats | Requires 109 Medical research points. | Available until the Early Modern Age. |
| brown flatcap | 2 | cloth | hats | Requires 109 Medical research points. | Available until the Modern Age. |
| blue flatcap | 2 | cloth | hats | Requires 109 Medical research points. | Available until the Modern Age. |
| grey flatcap | 2 | cloth | hats | Requires 109 Medical research points. | Available until the Modern Age. |
| custom officer cap | 4 | cloth | hats | Requires 109 Medical research points. | Available until the Modern Age. |
| custom field cap | 3 | cloth | hats | Requires 109 Medical research points. | Available until the Modern Age. |
| black balaclava | 2 | cloth | hats | Requires 109 Medical research points. | Available until the Modern Age. |
| customizable beanie | 2 | cloth | hats | Requires 109 Medical research points. | Available until the Modern Age. |
| pimphat | 2 | cloth | hats | Requires 109 Medical research points. | Available until the Modern Age. |
| ushanka | 4 | cloth | hats | Requires 110 Medical research points. | Available until the Modern Age. |
| police cap | 4 | cloth | military & law enforcement clothes | Requires 160 Medical research points. | Available until the Modern Age. |
| eyepatch | 2 | cloth | masks & eyewear | Requires 18 Medical research points. | Available until the Modern Age. |
| blindfold | 2 | cloth | masks & eyewear | Requires 18 Medical research points. | Available until the Modern Age. |
| plague doctor mask | 4 | cloth | masks & eyewear | Requires 38 Medical research points. | Available until the Imperial Age. |
| shemagh | 2 | cloth | masks & eyewear | Requires 38 Medical research points. | Available until the Modern Age. |
| kerchief | 2 | cloth | masks & eyewear | Requires 38 Medical research points. | Available until the Modern Age. |
| bandana | 2 | cloth | masks & eyewear | Requires 52 Medical research points. | Available until the Modern Age. |
| custom bandana | 2 | cloth | masks & eyewear | Requires 52 Medical research points. | Available until the Modern Age. |
| red kerchief | 2 | cloth | masks & eyewear | Requires 98 Medical research points. | Available until the Modern Age. |
| grey kerchief | 2 | cloth | masks & eyewear | Requires 98 Medical research points. | Available until the Modern Age. |
| sterile mask | 2 | cloth | masks & eyewear | Requires 140 Medical research points. | Available until the Modern Age. |
| cotton loincloth | 2 | cloth | clothing | Available from the start. | Available until the Stone Age. |
| mayan loincloth | 2 | cloth | clothing | Requires 6 Medical research points. | Available until the Imperial Age. |
| huipil | 3 | cloth | clothing | Requires 18 Medical research points. | Available until the Industrial Age. |
| half huipil | 2 | cloth | clothing | Requires 18 Medical research points. | Available until the Industrial Age. |
| white kimono | 4 | cloth | clothing | Requires 18 Medical research points. | Available until the Modern Age. |
| customizable long tunic | 4 | cloth | clothing | Requires 18 Medical research points. | Available until the Modern Age. |
| customizable toga | 3 | cloth | clothing | Requires 18 Medical research points. | Available until the Middle Ages. |
| customizable shendyt | 2 | cloth | clothing | Requires 18 Medical research points. | Available until the Middle Ages. |
| customizable celtic trousers | 2 | cloth | clothing | Requires 18 Medical research points. | Available until the Bronze Age. |
| customizable tribal robe | 3 | cloth | clothing | Requires 18 Medical research points. | Available until the Imperial Age. |
| fancy shendyt | 8 | cloth | clothing | Requires 21 Medical research points. | Available until the Middle Ages. |
| great shendyt | 10 | cloth | clothing | Requires 21 Medical research points. | Available until the Middle Ages. |
| blue ainu robes | 3 | cloth | clothing | Requires 28 Medical research points. | Available until the Early Modern Age. |
| brown ainu robes | 3 | cloth | clothing | Requires 28 Medical research points. | Available until the Early Modern Age. |
| black haori | 3 | cloth | clothing | Requires 38 Medical research points. | Available until the Modern Age. |
| blue haori | 3 | cloth | clothing | Requires 38 Medical research points. | Available until the Modern Age. |
| red haori | 3 | cloth | clothing | Requires 38 Medical research points. | Available until the Modern Age. |
| customizable haori | 3 | cloth | clothing | Requires 38 Medical research points. | Available until the Modern Age. |
| beggar clothing | 2 | cloth | clothing | Requires 38 Medical research points. | Available until the Modern Age. |
| black priest outfit | 4 | cloth | clothing | Requires 38 Medical research points. | Available until the Modern Age. |
| merchant outfit | 5 | cloth | clothing | Requires 75 Medical research points. | Available until the Modern Age. |
| count outfit | 6 | cloth | clothing | Requires 35 Medical research points. | Available until the Modern Age. |
| customizable tunic | 4 | cloth | clothing | Requires 38 Medical research points. | Available until the Early Modern Age. |
| customizable crinoline dress | 4 | cloth | clothing | Requires 38 Medical research points. | Available until the Early Modern Age. |
| customizable arabic tunic | 4 | cloth | clothing | Requires 38 Medical research points. | Available until the Early Modern Age. |
| light brown arabic tunic | 3 | cloth | clothing | Requires 38 Medical research points. | Available until the Early Modern Age. |
| light white arabic tunic | 3 | cloth | clothing | Requires 38 Medical research points. | Available until the Early Modern Age. |
| emirate tunic | 4 | cloth | clothing | Requires 38 Medical research points. | Available until the Early Modern Age. |
| light hanfu | 3 | cloth | clothing | Requires 38 Medical research points. | Available until the 2nd World War. |
| dark hanfu | 3 | cloth | clothing | Requires 38 Medical research points. | Available until the 2nd World War. |
| green hanfu | 3 | cloth | clothing | Requires 38 Medical research points. | Available until the 2nd World War. |
| doge outfit | 8 | cloth | clothing | Requires 38 Medical research points. | Available until the Imperial Age. |
| customizable renaissance clothing | 6 | cloth | clothing | Requires 59 Medical research points. | Available until the Imperial Age. |
| customizable pontifical clothing | 6 | cloth | clothing | Requires 59 Medical research points. | Available until the Modern Age. |
| baggy renaissance clothing | 6 | cloth | clothing | Requires 59 Medical research points. | Available until the Imperial Age. |
| pontifical renaissance clothing | 6 | cloth | clothing | Requires 59 Medical research points. | Available until the Imperial Age. |
| artisan clothing | 3 | cloth | clothing | Requires 59 Medical research points. | Available until the Imperial Age. |
| dark artisan clothing | 3 | cloth | clothing | Requires 59 Medical research points. | Available until the Imperial Age. |
| light artisan clothing | 3 | cloth | clothing | Requires 59 Medical research points. | Available until the Imperial Age. |
| custom colonial outfit | 4 | cloth | clothing | Requires 70 Medical research points. | Available until the Modern Age. |
| custom short colonial outfit | 4 | cloth | clothing | Requires 70 Medical research points. | Available until the Modern Age. |
| blue colonial clothing | 3 | cloth | clothing | Requires 78 Medical research points. | Available until the Industrial Age. |
| white colonial clothing | 3 | cloth | clothing | Requires 78 Medical research points. | Available until the Industrial Age. |
| short-sleeved colonial clothing | 2 | cloth | clothing | Requires 78 Medical research points. | Available until the Industrial Age. |
| fancy colonial clothing | 5 | cloth | clothing | Requires 78 Medical research points. | Available until the Industrial Age. |
| green colonial clothing | 3 | cloth | clothing | Requires 78 Medical research points. | Available until the Industrial Age. |
| pink colonial clothing | 3 | cloth | clothing | Requires 78 Medical research points. | Available until the Industrial Age. |
| black stripes clothing | 3 | cloth | clothing | Requires 78 Medical research points. | Available until the Imperial Age. |
| red stripes clothing | 3 | cloth | clothing | Requires 78 Medical research points. | Available until the Imperial Age. |
| blue stripes clothing | 3 | cloth | clothing | Requires 78 Medical research points. | Available until the Imperial Age. |
| customizable pyjamas | 3 | cloth | clothing | Requires 78 Medical research points. | Available until the Modern Age. |
| pilgrim uniform | 4 | cloth | clothing | Requires 80 Medical research points. | Available until the Industrial Age. |
| lederhosen | 4 | cloth | clothing | Requires 80 Medical research points. | Available until the Modern Age. |
| pioneer outfit | 3 | cloth | clothing | Requires 98 Medical research points. | Available until the Early Modern Age. |
| rancher outfit | 3 | cloth | clothing | Requires 98 Medical research points. | Available until the 2nd World War. |
| cowboy outfit | 3 | cloth | clothing | Requires 98 Medical research points. | Available until the Modern Age. |
| customizable pyjamas | 3 | cloth | clothing | Requires 98 Medical research points. | Available until the Modern Age. |
| checkered outfit | 3 | cloth | clothing | Requires 112 Medical research points. | Available until the Modern Age. |
| light brown outfit | 4 | cloth | clothing | Requires 112 Industrial research points. | Available until the Modern Age. |
| black outfit | 4 | cloth | clothing | Requires 112 Industrial research points. | Available until the Modern Age. |
| grey outfit | 4 | cloth | clothing | Requires 112 Industrial research points. | Available until the Modern Age. |
| brown outfit | 4 | cloth | clothing | Requires 112 Industrial research points. | Available until the Modern Age. |
| farmer outfit | 4 | cloth | clothing | Requires 112 Industrial research points. | Available until the Modern Age. |
| mechanic outfit | 4 | cloth | clothing | Requires 112 Industrial research points. | Available until the Modern Age. |
| custom victorian uniform | 3 | cloth | clothing | Requires 112 Medical research points. | Available until the Modern Age. |
| worker outfit | 3 | cloth | clothing | Requires 112 Medical research points. | Available until the 2nd World War. |
| texan shirt outfit | 5 | cloth | clothing | Requires 112 Medical research points. | Available until the Modern Age. |
| black victorian shirt and vest | 5 | cloth | clothing & vests | Requires 112 Medical research points. | Available until the 2nd World War. |
| black victorian shirt and red vest | 5 | cloth | clothing | Requires 112 Medical research points. | Available until the 2nd World War. |
| red victorian shirt and black vest | 5 | cloth | clothing | Requires 112 Medical research points. | Available until the 2nd World War. |
| custom modern outfit | 4 | cloth | clothing | Requires 120 Medical research points. | Available until the Modern Age. |
| custom baggy modern outfit | 4 | cloth | clothing | Requires 120 Medical research points. | Available until the Modern Age. |
| custom short modern outfit | 4 | cloth | clothing | Requires 120 Medical research points. | Available until the Modern Age. |
| motorist outfit | 4 | cloth | clothing | Requires 180 Medical research points. | Available until the Modern Age. |
| punk outfit | 3 | cloth | clothing | Requires 180 Medical research points. | Available until the Modern Age. |
| customizable roman dress | 4 | cloth | feminine clothing | Requires 18 Medical research points. | Available until the Modern Age. |
| nun dress | 4 | cloth | feminine clothing | Requires 38 Medical research points. | Available until the Modern Age. |
| plain black dress | 4 | cloth | feminine clothing | Requires 38 Medical research points. | Available until the 2nd World War. |
| blue sari | 4 | cloth | feminine clothing | Requires 38 Medical research points. | Available until the Modern Age. |
| red sari | 4 | cloth | feminine clothing | Requires 38 Medical research points. | Available until the Modern Age. |
| customizable dress | 4 | cloth | feminine clothing | Requires 38 Medical research points. | Available until the Modern Age. |
| customizable buttoned dress | 4 | cloth | feminine clothing | Requires 38 Medical research points. | Available until the Modern Age. |
| dark dress | 3 | cloth | feminine clothing | Requires 78 Medical research points. | Available until the Industrial Age. |
| blue dress | 3 | cloth | feminine clothing | Requires 78 Medical research points. | Available until the Industrial Age. |
| brown dress | 3 | cloth | feminine clothing | Requires 78 Medical research points. | Available until the Industrial Age. |
| green dress | 3 | cloth | feminine clothing | Requires 78 Medical research points. | Available until the Industrial Age. |
| red dress | 3 | cloth | feminine clothing | Requires 78 Medical research points. | Available until the Industrial Age. |
| blue debutante gown | 8 | cloth | feminine clothing | Requires 80 Medical research points. | Available until the Modern Age. |
| orange debutante gown | 8 | cloth | feminine clothing | Requires 80 Medical research points. | Available until the Modern Age. |
| purple debutante gown | 8 | cloth | feminine clothing | Requires 80 Medical research points. | Available until the Modern Age. |
| red debutante gown | 8 | cloth | feminine clothing | Requires 80 Medical research points. | Available until the Modern Age. |
| yellow debutante gown | 8 | cloth | feminine clothing | Requires 80 Medical research points. | Available until the Modern Age. |
| nightingale dress | 4 | cloth | feminine clothing | Requires 88 Medical research points. | Available until the Early Modern Age. |
| saloon dress outfit | 4 | cloth | feminine clothing | Requires 98 Medical research points. | Available until the 2nd World War. |
| cheongsam dress | 5 | cloth | feminine clothing | Requires 98 Medical research points. | Available until the Modern Age. |
| short black dress | 4 | cloth | feminine clothing | Requires 98 Medical research points. | Available until the 2nd World War. |
| wedding dress | 10 | cloth | feminine clothing | Requires 98 Medical research points. | Available until the Modern Age. |
| victorian black dress | 5 | cloth | feminine clothing | Requires 112 Medical research points. | Available until the 2nd World War. |
| blue traditional dress | 5 | cloth | feminine clothing | Requires 112 Medical research points. | Available until the 2nd World War. |
| yellow traditional dress | 4 | cloth | feminine clothing | Requires 128 Medical research points. | Available until the Modern Age. |
| orange traditional dress | 4 | cloth | feminine clothing | Requires 128 Medical research points. | Available until the Modern Age. |
| purple traditional dress | 4 | cloth | feminine clothing | Requires 128 Medical research points. | Available until the Modern Age. |
| red traditional dress | 4 | cloth | feminine clothing | Requires 128 Medical research points. | Available until the Modern Age. |
| yellow sundress | 3 | cloth | feminine clothing | Requires 128 Medical research points. | Available until the Modern Age. |
| blue sundress | 3 | cloth | feminine clothing | Requires 128 Medical research points. | Available until the Modern Age. |
| orange sundress | 3 | cloth | feminine clothing | Requires 128 Medical research points. | Available until the Modern Age. |
| purple sundress | 3 | cloth | feminine clothing | Requires 128 Medical research points. | Available until the Modern Age. |
| red sundress | 3 | cloth | feminine clothing | Requires 128 Medical research points. | Available until the Modern Age. |
| green landschneckt uniform | 6 | cloth | clothing | Requires 48 Medical research points. | Available until the Middle Ages. |
| blue landschneckt uniform | 6 | cloth | clothing | Requires 48 Medical research points. | Available until the Middle Ages. |
| red landschneckt uniform | 6 | cloth | clothing | Requires 48 Medical research points. | Available until the Middle Ages. |
| conquistador uniform | 5 | cloth | military & law enforcement clothes | Requires 78 Medical research points. | Available until the Industrial Age. |
| constable outfit | 5 | cloth | military & law enforcement clothes | Requires 138 Medical research points. | Available until the Modern Age. |
| police outfit | 5 | cloth | military & law enforcement clothes | Requires 160 Medical research points. | Available until the Modern Age. |
| custom camo uniform | 4 | cloth | military & law enforcement clothes | Requires 130 Medical research points. | Available until the Modern Age. |
| rucksack | 16 | cloth | storage | Requires 48 Medical research points. | Available until the Modern Age. |
clothpimp coat
| Item | Cost | Material | Category | Research Needed | Available Until |
| ---- | ---- | -------------- | --------------- | ------------------------------------- | ------------------------------- |
| | 6 | clothpimp coat | jackets & vests | Requires 180 Medical research points. | Available until the Modern Age. |
coca
| Item | Cost | Material | Category | Research Needed | Available Until |
| ------- | ---- | -------- | -------- | ------------------------------------ | ------------------------------- |
| cocaine | 10 | coca | none | Requires 93 Medical research points. | Available until the Modern Age. |
copper
| Item | Cost | Material | Category | Research Needed | Available Until |
| ------------------------- | ---- | -------- | ---------- | --------------------------------------------------- | --------------------------------- |
| copper cart | 30 | copper | logistics | Requires 80 Industrial research points. | Available until the Imperial Age. |
| copper bathtub | 50 | copper | hygiene | Requires 25 Industrial, 15 Medical research points. | Available until the Middle Ages. |
| copper public bathtub | 50 | copper | hygiene | Requires 70 Industrial, 50 Medical research points. | Available until the Imperial Age. |
| copper coins | 1 | copper | none | Available from the start. | Available until the Modern Age. |
| copper lamp | 3 | copper | none | Available from the start. | Available until the Modern Age. |
| small copper pot | 3 | copper | none | Available from the start. | Available until the Modern Age. |
| large copper pot | 5 | copper | none | Available from the start. | Available until the Modern Age. |
| trombone | 6 | copper | none | Requires 83 Industrial research points. | Available until the Modern Age. |
| handbell | 2 | copper | none | Requires 40 Industrial research points. | Available until the Modern Age. |
| large copper double doors | 5 | copper | none | Requires 18 Industrial research points. | Available until the Modern Age. |
| rifle casing (x3) | 1 | copper | ammunition | Requires 105 Industrial research points. | Available until the Modern Age. |
| pistol casing (x3) | 1 | copper | ammunition | Requires 105 Industrial research points. | Available until the Modern Age. |
| artillery casing | 2 | copper | ammunition | Requires 105 Industrial research points. | Available until the Modern Age. |
| field cannon casing | 2 | copper | ammunition | Requires 105 Industrial research points. | Available until the Modern Age. |
| ammo clip (5) | 1 | copper | ammunition | Requires 105 Industrial research points. | Available until the Modern Age. |
| ammo belt (100) | 7 | copper | ammunition | Requires 125 Industrial research points. | Available until the Modern Age. |
| grenade casing | 2 | copper | ammunition | Requires 115 Industrial research points. | Available until the Modern Age. |
| electronic circuits | 1 | copper | none | Requires 95 Industrial research points. | Available until the Modern Age. |
| telegraph | 12 | copper | machinery | Requires 105 Industrial research points. | Available until the Modern Age. |
| teleprinter | 12 | copper | machinery | Requires 105 Industrial research points. | Available until the Modern Age. |
| white cable coil (10m) | 1 | copper | electrical | Requires 105 Industrial research points. | Available until the Modern Age. |
| red cable coil (10m) | 1 | copper | electrical | Requires 105 Industrial research points. | Available until the Modern Age. |
| blue cable coil (10m) | 1 | copper | electrical | Requires 105 Industrial research points. | Available until the Modern Age. |
| yellow cable coil (10m) | 1 | copper | electrical | Requires 105 Industrial research points. | Available until the Modern Age. |
| green cable coil (10m) | 1 | copper | electrical | Requires 105 Industrial research points. | Available until the Modern Age. |
| orange cable coil (10m) | 1 | copper | electrical | Requires 105 Industrial research points. | Available until the Modern Age. |
| cyan cable coil (10m) | 1 | copper | electrical | Requires 105 Industrial research points. | Available until the Modern Age. |
| pink cable coil (10m) | 1 | copper | electrical | Requires 105 Industrial research points. | Available until the Modern Age. |
| aztec harness | 4 | copper | armor | Requires 19 Military research points. | Available until the Imperial Age. |
| copper arm bangles | 2 | copper | none | Available from the start. | Available until the Modern Age. |
cowpelt
| Item | Cost | Material | Category | Research Needed | Available Until |
| ------------------------- | ---- | -------- | -------- | ------------------------- | --------------------------------- |
| slene cattlefur loincloth | 2 | cowpelt | none | Available from the start. | Available until the Imperial Age. |
| nguni shield | 6 | cowpelt | none | Available from the start. | Available until the Imperial Age. |
| fur boots | 3 | cowpelt | none | Available from the start. | Available until the Modern Age. |
| fur gloves | 3 | cowpelt | none | Available from the start. | Available until the Modern Age. |
electronics
| Item | Cost | Material | Category | Research Needed | Available Until |
| ---------------------- | ---- | ----------- | -------- | ---------------------------------------- | ------------------------------------- |
| pill maker | 20 | electronics | none | Requires 100 Industrial research points. | Available until the Modern Age. |
| geiger counter | 5 | electronics | none | Requires 110 Industrial research points. | Available until the Modern Age. |
| component analyser | 18 | electronics | none | Requires 218 Industrial research points. | Available until the Modern Age. |
| laboratory centrifuge | 24 | electronics | none | Requires 100 Industrial research points. | Available until the Modern Age. |
| industrial drill | 20 | electronics | none | Requires 125 Industrial research points. | Available until the Modern Age. |
| telephone | 2 | electronics | none | Requires 100 Industrial research points. | Available until the Modern Age. |
| radio transmitter | 6 | electronics | none | Requires 105 Industrial research points. | Available until the Modern Age. |
| radio receiver | 3 | electronics | none | Requires 105 Industrial research points. | Available until the Modern Age. |
| 2-way radio | 10 | electronics | none | Requires 137 Industrial research points. | Available until the Modern Age. |
| loudspeaker | 3 | electronics | none | Requires 135 Industrial research points. | Available until the Modern Age. |
| portable radio | 12 | electronics | none | Requires 141 Industrial research points. | Available until the Modern Age. |
| walkie-talkie radio | 16 | electronics | none | Requires 178 Industrial research points. | Available until the Modern Age. |
| mobile phone | 20 | electronics | none | Requires 212 Industrial research points. | Available until the Modern Age. |
| early camera | 5 | electronics | none | Requires 95 Industrial research points. | Available until the Early Modern Age. |
| black and white camera | 6 | electronics | none | Requires 115 Industrial research points. | Available until the Cold War. |
| early color camera | 7 | electronics | none | Requires 160 Industrial research points. | Available until the Cold War. |
| modern camera | 7 | electronics | none | Requires 205 Industrial research points. | Available until the Modern Age. |
| television | 3 | electronics | none | Requires 160 Industrial research points. | Available until the Modern Age. |
flax
| Item | Cost | Material | Category | Research Needed | Available Until |
| ---- | ---- | -------- | -------- | ------------------------- | ------------------------------- |
| rope | 1 | flax | none | Available from the start. | Available until the Modern Age. |
fossil
| Item | Cost | Material | Category | Research Needed | Available Until |
| ----------- | ---- | -------- | -------- | ------------------------- | ------------------------------- |
| bones (10x) | 1 | fossil | none | Available from the start. | Available until the Modern Age. |
| stone (8x) | 1 | fossil | none | Available from the start. | Available until the Modern Age. |
foxpelt
| Item | Cost | Material | Category | Research Needed | Available Until |
| ------------------- | ---- | -------- | -------- | ------------------------------------ | ------------------------------- |
| primitive pelt coat | 6 | foxpelt | none | Available from the start. | Available until the Stone Age. |
| fur coat | 6 | foxpelt | none | Requires 20 Medical research points. | Available until the Modern Age. |
| fur boots | 3 | foxpelt | none | Available from the start. | Available until the Modern Age. |
| fur gloves | 3 | foxpelt | none | Available from the start. | Available until the Modern Age. |
| fox pelt headcover | 3 | foxpelt | none | Available from the start. | Available until the Modern Age. |
| furcap | 2 | foxpelt | none | Requires 89 Medical research points. | Available until the Modern Age. |
| furhat | 2 | foxpelt | none | Requires 89 Medical research points. | Available until the Modern Age. |
gatorpelt
| Item | Cost | Material | Category | Research Needed | Available Until |
| ------------------------------- | ---- | --------- | --------- | ----------------------------------------------------- | ----------------------------------- |
| alligator pelt headcover | 3 | gatorpelt | none | Available from the start. | Available until the Modern Age. |
| alligator scale armor | 9 | gatorpelt | none | Requires 18 Military, 18 Medical research points. | Available until the Middle Ages. |
| alligator scale belt | 3 | gatorpelt | none | Requires 98 Medical research points. | Available until the Cold War. |
| alligator scale biker jacket | 6 | gatorpelt | none | Requires 150 Industrial, 175 Medical research points. | Available until the Modern Age. |
| alligator scale wallet | 2 | gatorpelt | storage | Requires 87 Industrial research points. | Available until the Modern Age. |
| alligator scale satchel | 5 | gatorpelt | storage | Requires 120 Industrial, 125 Medical research points. | Available until the Modern Age. |
| alligator scale riding boots | 3 | gatorpelt | foot wear | Requires 98 Medical research points. | Available until the Industrial Age. |
| alligator scale ankle boots | 3 | gatorpelt | foot wear | Requires 98 Medical research points. | Available until the Cold War. |
| alligator scale laceup shoes | 3 | gatorpelt | foot wear | Requires 112 Industrial, 112 Medical research points. | Available until the Modern Age. |
| shirtless alligator scale pants | 3 | gatorpelt | none | Requires 175 Medical research points. | Available until the Modern Age. |
glass
| Item | Cost | Material | Category | Research Needed | Available Until |
| --------------------- | ---- | -------- | ---------- | ------------------------------------------------------ | --------------------------------- |
| fermentation jar | 3 | glass | none | Available from the start. | Available until the Modern Age. |
| vial arrowhead (x4) | 1 | glass | none | Requires 26 Military, 26 Medical research points. | Available until the Modern Age. |
| chemical dispenser | 12 | glass | none | Requires 90 Industrial research points. | Available until the Modern Age. |
| glass roof builder | 1 | glass | none | Requires 103 Industrial research points. | Available until the Modern Age. |
| tribal pot | 2 | glass | drinks | Available from the start. | Available until the Imperial Age. |
| drinking glass | 2 | glass | drinks | Requires 22 Industrial research points. | Available until the Modern Age. |
| small glass bottle | 2 | glass | drinks | Requires 22 Industrial research points. | Available until the Modern Age. |
| glass bottle | 4 | glass | drinks | Requires 22 Industrial research points. | Available until the Modern Age. |
| beer bottle | 2 | glass | drinks | Requires 52 Industrial research points. | Available until the Modern Age. |
| fancy beer bottle | 3 | glass | drinks | Requires 52 Industrial research points. | Available until the Modern Age. |
| teapot | 4 | glass | drinks | Requires 49 Industrial, 24 Medical research points. | Available until the Modern Age. |
| teacup | 2 | glass | drinks | Requires 49 Industrial, 24 Medical research points. | Available until the Modern Age. |
| wine glass | 2 | glass | drinks | Requires 49 Industrial research points. | Available until the Modern Age. |
| beer mug | 2 | glass | drinks | Requires 75 Industrial research points. | Available until the Modern Age. |
| coffee mug | 2 | glass | drinks | Requires 110 Industrial research points. | Available until the Modern Age. |
| small lightbulb frame | 2 | glass | electrical | Requires 115 Industrial research points. | Available until the Modern Age. |
| light tube frame | 3 | glass | electrical | Requires 115 Industrial research points. | Available until the Modern Age. |
| light tube | 1 | glass | electrical | Requires 115 Industrial research points. | Available until the Modern Age. |
| lightbulb | 2 | glass | electrical | Requires 115 Industrial research points. | Available until the Modern Age. |
| dropper | 1 | glass | chemistry | Requires 90 Industrial research points. | Available until the Modern Age. |
| vial | 1 | glass | chemistry | Requires 90 Industrial research points. | Available until the Modern Age. |
| beaker | 2 | glass | chemistry | Requires 105 Industrial research points. | Available until the Modern Age. |
| large beaker | 3 | glass | chemistry | Requires 105 Industrial research points. | Available until the Modern Age. |
| laboratory distiller | 10 | glass | chemistry | Requires 105 Industrial research points. | Available until the Modern Age. |
| toilet | 4 | glass | furniture | Requires 95 Industrial research points. | Available until the Modern Age. |
| mirror | 3 | glass | furniture | Requires 55 Industrial research points. | Available until the Modern Age. |
| shower | 10 | glass | furniture | Requires 115 Industrial research points. | Available until the Modern Age. |
| sink | 40 | glass | furniture | Requires 115 Industrial research points. | Available until the Modern Age. |
| ashtray | 3 | glass | none | Requires 110 Industrial research points. | Available until the Modern Age. |
| green glasses | 6 | glass | eyewear | Requires 110 Industrial, 120 Military research points. | Available until the Modern Age. |
| corrective glasses | 6 | glass | eyewear | Requires 110 Industrial, 120 Military research points. | Available until the Modern Age. |
| sunglasses | 2 | glass | eyewear | Requires 140 Industrial research points. | Available until the Modern Age. |
| large sunglasses | 2 | glass | eyewear | Requires 165 Industrial research points. | Available until the Modern Age. |
| red glasses | 2 | glass | eyewear | Requires 140 Industrial research points. | Available until the Modern Age. |
| red univisor | 2 | glass | eyewear | Requires 140 Industrial research points. | Available until the Modern Age. |
| green univisor | 2 | glass | eyewear | Requires 140 Industrial research points. | Available until the Modern Age. |
| yellow univisor | 2 | glass | eyewear | Requires 140 Industrial research points. | Available until the Modern Age. |
| cyan univisor | 2 | glass | eyewear | Requires 140 Industrial research points. | Available until the Modern Age. |
| white univisor | 2 | glass | eyewear | Requires 140 Industrial research points. | Available until the Modern Age. |
| flashy univisor | 3 | glass | eyewear | Requires 140 Industrial research points. | Available until the Modern Age. |
goatpelt
| Item | Cost | Material | Category | Research Needed | Available Until |
| ------------------- | ---- | -------- | -------- | ------------------------- | ------------------------------- |
| goat pelt headcover | 3 | goatpelt | none | Available from the start. | Available until the Modern Age. |
gold
| Item | Cost | Material | Category | Research Needed | Available Until |
| ----------------------- | ---- | -------- | -------- | ----------------------------------------------------- | ------------------------------- |
| gold coins | 1 | gold | none | Available from the start. | Available until the Modern Age. |
| large gold double doors | 5 | gold | none | Requires 18 Industrial research points. | Available until the Modern Age. |
| gold crown | 3 | gold | none | Requires 25 Industrial research points. | Available until the Modern Age. |
| gold arm bangles | 2 | gold | none | Available from the start. | Available until the Modern Age. |
| gold watch | 6 | gold | none | Requires 110 Industrial, 60 Military research points. | Available until the Modern Age. |
| gold medal | 2 | gold | none | Requires 60 Industrial, 60 Military research points. | Available until the Modern Age. |
| gold statue | 10 | gold | none | Requires 10 Industrial research points. | Available until the Modern Age. |
| gold sarcophagus | 15 | gold | none | Available from the start. | Available until the Bronze Age. |
| gold sceptre | 3 | gold | none | Available from the start. | Available until the Modern Age. |
gorillapelt
| Item | Cost | Material | Category | Research Needed | Available Until |
| ---------------------- | ---- | ----------- | -------- | ------------------------------------- | ------------------------------- |
| primitive pelt coat | 6 | gorillapelt | none | Available from the start. | Available until the Stone Age. |
| fur coat | 6 | gorillapelt | none | Requires 20 Medical research points. | Available until the Modern Age. |
| fur boots | 3 | gorillapelt | none | Available from the start. | Available until the Modern Age. |
| fur gloves | 3 | gorillapelt | none | Available from the start. | Available until the Modern Age. |
| furcap | 2 | gorillapelt | none | Requires 89 Medical research points. | Available until the Modern Age. |
| furhat | 2 | gorillapelt | none | Requires 89 Medical research points. | Available until the Modern Age. |
| full body gorilla suit | 12 | gorillapelt | none | Requires 112 Medical research points. | Available until the Modern Age. |
hemp
| Item | Cost | Material | Category | Research Needed | Available Until |
| ----- | ---- | -------- | -------- | ------------------------- | ------------------------------- |
| rope | 1 | hemp | none | Available from the start. | Available until the Modern Age. |
| joint | 2 | hemp | none | Available from the start. | Available until the Modern Age. |
humanpelt
| Item | Cost | Material | Category | Research Needed | Available Until |
| ----------- | ---- | --------- | -------- | ------------------------- | ------------------------------- |
| skin coat | 6 | humanpelt | none | Available from the start. | Available until the Modern Age. |
| skin boots | 3 | humanpelt | none | Available from the start. | Available until the Modern Age. |
| skin gloves | 3 | humanpelt | none | Available from the start. | Available until the Modern Age. |
iron
| Item | Cost | Material | Category | Research Needed | Available Until |
| -------------------------------- | ---- | -------- | ------------ | ----------------------------------------------------- | ------------------------------------- |
| key | 2 | iron | none | Requires 28 Industrial research points. | Available until the Modern Age. |
| keychain | 1 | iron | none | Requires 28 Industrial research points. | Available until the Modern Age. |
| lantern | 4 | iron | none | Requires 28 Industrial research points. | Available until the Modern Age. |
| ladder | 8 | iron | none | Requires 24 Industrial, 120 Military research points. | Available until the Modern Age. |
| iron anvil | 20 | iron | production | Requires 25 Industrial research points. | Available until the Modern Age. |
| armor repair bench | 16 | iron | production | Requires 25 Industrial research points. | Available until the Modern Age. |
| engine maker | 5 | iron | tools | Requires 115 Industrial research points. | Available until the Modern Age. |
| iron blast furnace | 25 | iron | production | Requires 45 Military research points. | Available until the Modern Age. |
| iron furnace | 15 | iron | production | Requires 87 Military research points. | Available until the Modern Age. |
| firearm maintenance bench | 18 | iron | production | Requires 25 Industrial, 70 Military research points. | Available until the Modern Age. |
| large drying rack | 8 | iron | production | Requires 16 Medical research points. | Available until the Modern Age. |
| meat grinder | 8 | iron | production | Requires 90 Medical research points. | Available until the Modern Age. |
| canner | 7 | iron | production | Requires 95 Industrial research points. | Available until the Modern Age. |
| iron plough | 4 | iron | tools | Available from the start. | Available until the Modern Age. |
| shears | 2 | iron | tools | Available from the start. | Available until the Modern Age. |
| chisel | 8 | iron | tools | Available from the start. | Available until the Modern Age. |
| trench shovel | 2 | iron | tools | Requires 14 Industrial research points. | Available until the Modern Age. |
| wrench | 5 | iron | tools | Requires 18 Industrial research points. | Available until the Modern Age. |
| planting trowel | 3 | iron | tools | Requires 20 Industrial research points. | Available until the Modern Age. |
| pitchfork | 4 | iron | tools | Requires 30 Industrial research points. | Available until the Modern Age. |
| extraction kit | 14 | iron | tools | Requires 33 Industrial research points. | Available until the Modern Age. |
| telescope | 5 | iron | tools | Requires 46 Military research points. | Available until the Modern Age. |
| compass | 8 | iron | tools | Requires 46 Industrial research points. | Available until the Modern Age. |
| firearm cleaning kit | 5 | iron | tools | Requires 90 Military research points. | Available until the Modern Age. |
| clawhammer | 3 | iron | tools | Requires 110 Industrial research points. | Available until the Modern Age. |
| fishing rod | 5 | iron | tools | Requires 120 Industrial research points. | Available until the Modern Age. |
| handcuffs | 1 | iron | tools | Requires 61 Military research points. | Available until the Modern Age. |
| cooking pot | 8 | iron | production | Requires 33 Industrial research points. | Available until the Modern Age. |
| oven | 8 | iron | production | Requires 45 Industrial research points. | Available until the Modern Age. |
| grill | 8 | iron | production | Requires 150 Industrial research points. | Available until the Modern Age. |
| iron altar | 12 | iron | furniture | Available from the start. | Available until the Modern Age. |
| table | 4 | iron | furniture | Requires 33 Industrial research points. | Available until the Modern Age. |
| brazier | 4 | iron | production | Requires 33 Industrial research points. | Available until the Modern Age. |
| rack | 6 | iron | furniture | Requires 40 Industrial research points. | Available until the Modern Age. |
| wall mailbox | 3 | iron | furniture | Requires 90 Industrial research points. | Available until the Modern Age. |
| bin | 4 | iron | furniture | Requires 105 Industrial research points. | Available until the Modern Age. |
| locker | 4 | iron | furniture | Requires 105 Industrial research points. | Available until the Modern Age. |
| mechanical trap | 5 | iron | weapons | Requires 32 Military research points. | Available until the Modern Age. |
| shuriken | 2 | iron | weapons | Requires 39 Military research points. | Available until the Modern Age. |
| kunai | 3 | iron | weapons | Requires 39 Military research points. | Available until the Modern Age. |
| bayonet | 2 | iron | weapons | Requires 90 Military research points. | Available until the Modern Age. |
| unlocked iron door | 10 | iron | construction | Requires 28 Industrial research points. | Available until the Modern Age. |
| locked iron door | 15 | iron | construction | Requires 28 Industrial research points. | Available until the Modern Age. |
| faction door | 15 | iron | construction | Requires 28 Industrial research points. | Available until the Modern Age. |
| unlocked large iron double doors | 10 | iron | construction | Requires 28 Industrial research points. | Available until the Modern Age. |
| key | 2 | iron | none | Requires 28 Industrial research points. | Available until the Modern Age. |
| iron picket fence | 3 | iron | construction | Requires 50 Industrial research points. | Available until the Modern Age. |
| iron fence | 2 | iron | construction | Requires 50 Industrial research points. | Available until the Modern Age. |
| chainlink fence | 3 | iron | construction | Requires 120 Industrial research points. | Available until the Modern Age. |
| metal sheet fence | 3 | iron | construction | Requires 145 Industrial research points. | Available until the Modern Age. |
| barbwire | 1 | iron | construction | Requires 120 Industrial research points. | Available until the Modern Age. |
| musket ball (x2) | 1 | iron | projectiles | Requires 80 Military research points. | Available until the Modern Age. |
| small musket ball (x3) | 1 | iron | projectiles | Requires 80 Military research points. | Available until the Modern Age. |
| blunderbuss ball (x2) | 1 | iron | projectiles | Requires 80 Military research points. | Available until the Modern Age. |
| iron bullet (x3) | 1 | iron | projectiles | Requires 92 Military research points. | Available until the Modern Age. |
| cannon ball | 5 | iron | projectiles | Requires 80 Military research points. | Available until the Early Modern Age. |
| revolver speedloader (6) | 1 | iron | magazines | Requires 100 Industrial research points. | Available until the Modern Age. |
| pistol magazine (8) | 2 | iron | magazines | Requires 105 Industrial research points. | Available until the Modern Age. |
| pistol magazine (15) | 3 | iron | magazines | Requires 105 Industrial research points. | Available until the Modern Age. |
| magazine (30) | 4 | iron | magazines | Requires 130 Industrial research points. | Available until the Modern Age. |
| drum magazine (65) | 7 | iron | magazines | Requires 135 Industrial research points. | Available until the Modern Age. |
| iron arm bangles | 2 | iron | none | Available from the start. | Available until the Modern Age. |
| monocle | 3 | iron | none | Requires 61 Medical research points. | Available until the Modern Age. |
| pocket watch | 6 | iron | none | Requires 105 Industrial, 61 Military research points. | Available until the Modern Age. |
| splints | 2 | iron | healthcare | Requires 35 Industrial, 44 Medical research points. | Available until the Modern Age. |
| retractor | 2 | iron | healthcare | Requires 35 Industrial, 55 Medical research points. | Available until the Modern Age. |
| bone saw | 2 | iron | healthcare | Requires 35 Industrial, 55 Medical research points. | Available until the Modern Age. |
| bone setter | 2 | iron | healthcare | Requires 35 Industrial, 55 Medical research points. | Available until the Modern Age. |
| scalpel | 2 | iron | healthcare | Requires 35 Industrial, 55 Medical research points. | Available until the Modern Age. |
| syringe | 1 | iron | healthcare | Requires 35 Industrial, 55 Medical research points. | Available until the Modern Age. |
| hemostat | 2 | iron | healthcare | Requires 35 Industrial, 67 Medical research points. | Available until the Modern Age. |
| cautery | 2 | iron | healthcare | Requires 35 Industrial, 67 Medical research points. | Available until the Modern Age. |
| surgical drill | 2 | iron | healthcare | Requires 35 Industrial, 110 Medical research points. | Available until the Modern Age. |
| matchlock musket | 18 | iron | firearms | Requires 70 Military research points. | Available until the Early Modern Age. |
| matchlock tanegashima | 18 | iron | firearms | Requires 70 Military research points. | Available until the Early Modern Age. |
| arquebus | 15 | iron | firearms | Requires 62 Military research points. | Available until the Industrial Age. |
| hand cannon | 14 | iron | firearms | Requires 56 Military research points. | Available until the Industrial Age. |
| fire lance | 6 | iron | firearms | Requires 49 Military research points. | Available until the Industrial Age. |
kevlar
| Item | Cost | Material | Category | Research Needed | Available Until |
| --------------------- | ---- | -------- | -------- | ----------------------------------------------------- | ------------------------------- |
| rubber wheel | 1 | kevlar | none | Requires 175 Industrial research points. | Available until the Modern Age. |
| civilian kevlar armor | 10 | kevlar | none | Requires 180 Industrial, 185 Medical research points. | Available until the Modern Age. |
| USSR 6B3 body armor | 12 | kevlar | none | Requires 175 Industrial, 175 Medical research points. | Available until the Cold War. |
lead
| Item | Cost | Material | Category | Research Needed | Available Until |
| ----------------------- | ---- | -------- | -------- | --------------------------------------- | ------------------------------- |
| lead safe | 3 | lead | none | Requires 65 Medical research points. | Available until the Modern Age. |
| large lead double doors | 5 | lead | none | Requires 18 Industrial research points. | Available until the Bronze Age. |
leaf
| Item | Cost | Material | Category | Research Needed | Available Until |
| --------------------------------- | ---- | -------- | -------- | --------------------------------------- | -------------------------------- |
| thatch roofing | 2 | leaf | none | Available from the start. | Available until the Modern Age. |
| leaf head covering | 3 | leaf | none | Available from the start. | Available until the Stone Age. |
| laurel crown | 4 | leaf | none | Requires 23 Industrial research points. | Available until the Middle Ages. |
| gold laurel crown | 6 | leaf | none | Requires 23 Industrial research points. | Available until the Middle Ages. |
| imitation laurel crown | 8 | leaf | none | Requires 82 Medical research points. | Available until the Modern Age. |
| masculine modesty preserving leaf | 2 | leaf | none | Available from the start. | Available until the Middle Ages. |
| feminine modesty preserving leaf | 2 | leaf | none | Available from the start. | Available until the Middle Ages. |
leaffern
| Item | Cost | Material | Category | Research Needed | Available Until |
| ------------------ | ---- | -------- | -------- | ------------------------- | -------------------------------- |
| leaf head covering | 3 | leaffern | none | Available from the start. | Available until the Middle Ages. |
| leaf crown | 5 | leaffern | none | Available from the start. | Available until the Middle Ages. |
| leaf skirt | 4 | leaffern | none | Available from the start. | Available until the Middle Ages. |
| long leaf skirt | 6 | leaffern | none | Available from the start. | Available until the Middle Ages. |
leafpalm
| Item | Cost | Material | Category | Research Needed | Available Until |
| ----------------- | ---- | -------- | -------- | ------------------------- | -------------------------------- |
| palm leaf roofing | 1 | leafpalm | none | Available from the start. | Available until the Modern Age. |
| leaf crown | 5 | leafpalm | none | Available from the start. | Available until the Middle Ages. |
| leaf skirt | 4 | leafpalm | none | Available from the start. | Available until the Middle Ages. |
| long leaf skirt | 6 | leafpalm | none | Available from the start. | Available until the Middle Ages. |
leather
| Item | Cost | Material | Category | Research Needed | Available Until |
| ---------------------------- | ---- | -------- | ------------------ | ----------------------------------------------------- | ----------------------------------- |
| custom flag maker | 4 | leather | none | Available from the start. | Available until the Modern Age. |
| sling | 3 | leather | weapons | Available from the start. | Available until the Modern Age. |
| bug swatter | 3 | leather | tools | Available from the start. | Available until the Modern Age. |
| whip | 4 | leather | weapons | Requires 38 Military research points. | Available until the Modern Age. |
| leather curtain | 1 | leather | furniture | Available from the start. | Available until the Modern Age. |
| leather bedroll | 4 | leather | furniture | Available from the start. | Available until the Modern Age. |
| foldable canopy | 5 | leather | furniture | Available from the start. | Available until the Modern Age. |
| comfy chair | 6 | leather | furniture | Requires 25 Industrial, 25 Medical research points. | Available until the Modern Age. |
| divan | 9 | leather | furniture | Requires 95 Industrial, 35 Medical research points. | Available until the Modern Age. |
| ore collector | 5 | leather | storage | Available from the start. | Available until the Modern Age. |
| seed collector | 5 | leather | storage | Available from the start. | Available until the Modern Age. |
| quiver | 3 | leather | storage | Available from the start. | Available until the Modern Age. |
| leather belt satchel | 3 | leather | storage | Available from the start. | Available until the Modern Age. |
| leather backpack | 6 | leather | storage | Requires 18 Industrial research points. | Available until the Modern Age. |
| leather waterskin | 3 | leather | storage | Available from the start. | Available until the Modern Age. |
| leather satchel | 3 | leather | storage | Requires 120 Industrial, 125 Medical research points. | Available until the Modern Age. |
| leather briefcase | 2 | leather | storage | Requires 100 Industrial, 100 Medical research points. | Available until the Modern Age. |
| duffel bag | 4 | leather | storage | Requires 180 Industrial, 180 Medical research points. | Available until the Modern Age. |
| small pouch | 2 | leather | storage | Requires 25 Industrial, 25 Medical research points. | Available until the Modern Age. |
| leather bandages | 1 | leather | medical | Available from the start. | Available until the Modern Age. |
| leather loincloth | 2 | leather | clothing | Available from the start. | Available until the Stone Age. |
| aztec loincloth | 2 | leather | clothing | Available from the start. | Available until the Imperial Age. |
| small customizable loincloth | 3 | leather | clothing | Available from the start. | Available until the Bronze Age. |
| long celtic braccae | 3 | leather | clothing | Requires 19 Military research points. | Available until the Bronze Age. |
| short celtic braccae | 2 | leather | clothing | Requires 19 Military research points. | Available until the Bronze Age. |
| leather overcoat | 6 | leather | jackets & vests | Requires 89 Medical research points. | Available until the Modern Age. |
| black leather overcoat | 6 | leather | jackets & vests | Requires 89 Medical research points. | Available until the Modern Age. |
| biker jacket | 6 | leather | jackets & vests | Requires 150 Industrial, 175 Medical research points. | Available until the Modern Age. |
| 80's jacket | 6 | leather | jackets & vests | Requires 185 Industrial, 175 Medical research points. | Available until the Cold War. |
| punk jacket | 5 | leather | jackets & vests | Requires 175 Industrial, 180 Medical research points. | Available until the Modern Age. |
| cavalier hat | 3 | leather | hats | Requires 52 Medical research points. | Available until the Imperial Age. |
| cowboy hat | 3 | leather | hats | Requires 98 Medical research points. | Available until the Modern Age. |
| dark cowboy hat | 3 | leather | hats | Requires 98 Medical research points. | Available until the Modern Age. |
| roman-style sandals | 2 | leather | foot wear | Requires 19 Military research points. | Available until the Bronze Age. |
| aztec-style sandals | 2 | leather | foot wear | Requires 19 Military research points. | Available until the Imperial Age. |
| medieval shoes | 3 | leather | foot wear | Requires 39 Military research points. | Available until the Middle Ages. |
| arabic-style shoes | 2 | leather | foot wear | Requires 39 Military research points. | Available until the Middle Ages. |
| emirate shoes | 4 | leather | foot wear | Requires 39 Military research points. | Available until the Middle Ages. |
| black leather shoes | 2 | leather | foot wear | Requires 55 Industrial, 25 Medical research points. | Available until the Modern Age. |
| black leather boots | 3 | leather | foot wear | Requires 55 Industrial, 25 Medical research points. | Available until the Modern Age. |
| leather boots | 3 | leather | foot wear | Requires 55 Industrial, 25 Medical research points. | Available until the Modern Age. |
| black riding boots | 3 | leather | foot wear | Requires 98 Medical research points. | Available until the Industrial Age. |
| riding boots | 3 | leather | foot wear | Requires 98 Medical research points. | Available until the Industrial Age. |
| work boots | 4 | leather | foot wear | Requires 120 Industrial, 112 Medical research points. | Available until the Modern Age. |
| laceup shoes | 3 | leather | foot wear | Requires 112 Industrial, 112 Medical research points. | Available until the Modern Age. |
| plain leather shoes | 3 | leather | foot wear | Requires 112 Industrial, 112 Medical research points. | Available until the Modern Age. |
| punk boots | 4 | leather | foot wear | Requires 175 Industrial, 180 Medical research points. | Available until the Modern Age. |
| leather armor | 6 | leather | armor | Requires 16 Military, 21 Medical research points. | Available until the Imperial Age. |
| leather helmet | 3 | leather | armor | Requires 16 Military, 21 Medical research points. | Available until the Imperial Age. |
| hatchigane headband | 3 | leather | armor | Requires 16 Military, 21 Medical research points. | Available until the Imperial Age. |
| leather samurai helmet | 7 | leather | armor | Requires 16 Military, 21 Medical research points. | Available until the Imperial Age. |
| red leather samurai helmet | 7 | leather | armor | Requires 16 Military, 21 Medical research points. | Available until the Imperial Age. |
| blue leather samurai helmet | 7 | leather | armor | Requires 16 Military, 21 Medical research points. | Available until the Imperial Age. |
| black leather samurai helmet | 7 | leather | armor | Requires 16 Military, 21 Medical research points. | Available until the Imperial Age. |
| leather samurai armor | 10 | leather | armor | Requires 16 Military, 21 Medical research points. | Available until the Imperial Age. |
| red leather samurai armor | 10 | leather | armor | Requires 16 Military, 21 Medical research points. | Available until the Imperial Age. |
| blue leather samurai armor | 10 | leather | armor | Requires 16 Military, 21 Medical research points. | Available until the Imperial Age. |
| black leather samurai armor | 10 | leather | armor | Requires 16 Military, 21 Medical research points. | Available until the Imperial Age. |
| khepresh war crown | 3 | leather | armor | Requires 16 Military, 22 Medical research points. | Available until the Middle Ages. |
| leather skullcap helmet | 3 | leather | armor | Requires 27 Military, 27 Medical research points. | Available until the Imperial Age. |
| steppe leather armor | 5 | leather | armor | Requires 33 Military, 28 Medical research points. | Available until the Imperial Age. |
| leather roundcap | 2 | leather | hats & masks | Requires 65 Industrial research points. | Available until the Industrial Age. |
| leather infantry cap | 3 | leather | armor | Requires 88 Military, 92 Medical research points. | Available until the Industrial Age. |
| brown leather infantry cap | 3 | leather | armor | Requires 88 Military, 92 Medical research points. | Available until the Industrial Age. |
| blue leather infantry cap | 3 | leather | armor | Requires 88 Military, 92 Medical research points. | Available until the Industrial Age. |
| red leather infantry cap | 3 | leather | armor | Requires 88 Military, 92 Medical research points. | Available until the Industrial Age. |
| coin pouch | 2 | leather | accessories | Requires 18 Industrial research points. | Available until the Modern Age. |
| wallet | 2 | leather | accessories | Requires 87 Industrial research points. | Available until the Modern Age. |
| customizable armband | 1 | leather | accessories | Available from the start. | Available until the Modern Age. |
| suspenders | 1 | leather | accessories | Requires 85 Medical research points. | Available until the Modern Age. |
| dark suspenders | 1 | leather | accessories | Requires 85 Medical research points. | Available until the Modern Age. |
| khaki webbing | 2 | leather | storage | Requires 99 Medical research points. | Available until the Modern Age. |
| green webbing | 2 | leather | storage | Requires 99 Medical research points. | Available until the Modern Age. |
| light webbing | 1 | leather | storage | Requires 99 Medical research points. | Available until the Modern Age. |
| pilot goggles | 2 | leather | accessories | Requires 107 Medical research points. | Available until the Modern Age. |
| sword sheath | 3 | leather | weapon accessories | Requires 39 Military research points. | Available until the Middle Ages. |
| longer sword sheath | 3 | leather | weapon accessories | Requires 39 Military research points. | Available until the Middle Ages. |
| longsword sheath | 4 | leather | weapon accessories | Requires 39 Military research points. | Available until the Middle Ages. |
| katana sheath | 3 | leather | weapon accessories | Requires 39 Military research points. | Available until the Middle Ages. |
| daisho sheath | 6 | leather | weapon accessories | Requires 39 Military research points. | Available until the Middle Ages. |
| gunpowder pouch | 2 | leather | weapon accessories | Requires 54 Military research points. | Available until the Modern Age. |
| bandolier | 3 | leather | weapon accessories | Requires 54 Military research points. | Available until the Modern Age. |
| bullet pouch | 3 | leather | weapon accessories | Requires 85 Medical research points. | Available until the Modern Age. |
| hip holster | 2 | leather | weapon accessories | Requires 85 Medical research points. | Available until the Modern Age. |
| double hip holster | 3 | leather | weapon accessories | Requires 85 Medical research points. | Available until the Modern Age. |
lionpelt
| Item | Cost | Material | Category | Research Needed | Available Until |
| ------------------- | ---- | -------- | -------- | ------------------------- | --------------------------------- |
| lion pelt headcover | 3 | lionpelt | none | Available from the start. | Available until the Modern Age. |
| mbata pelt vest | 3 | lionpelt | none | Available from the start. | Available until the Imperial Age. |
| umghele headband | 2 | lionpelt | none | Available from the start. | Available until the Imperial Age. |
lizardpelt
| Item | Cost | Material | Category | Research Needed | Available Until |
| ---------------------------- | ---- | ---------- | --------- | ----------------------------------------------------- | ----------------------------------- |
| lizard pelt headcover | 3 | lizardpelt | none | Available from the start. | Available until the Modern Age. |
| lizard scale belt | 3 | lizardpelt | none | Requires 98 Medical research points. | Available until the Cold War. |
| lizard scale biker jacket | 6 | lizardpelt | none | Requires 150 Industrial, 175 Medical research points. | Available until the Modern Age. |
| lizard scale wallet | 2 | lizardpelt | storage | Requires 87 Industrial research points. | Available until the Modern Age. |
| lizard scale satchel | 5 | lizardpelt | storage | Requires 120 Industrial, 125 Medical research points. | Available until the Modern Age. |
| lizard scale riding boots | 3 | lizardpelt | foot wear | Requires 98 Medical research points. | Available until the Industrial Age. |
| lizard scale ankle boots | 3 | lizardpelt | foot wear | Requires 98 Medical research points. | Available until the Cold War. |
| lizard scale laceup shoes | 3 | lizardpelt | foot wear | Requires 112 Industrial, 112 Medical research points. | Available until the Modern Age. |
| shirtless lizard scale pants | 3 | lizardpelt | none | Requires 175 Medical research points. | Available until the Modern Age. |
marble
| Item | Cost | Material | Category | Research Needed | Available Until |
| -------------------------------------- | ---- | -------- | ---------------------- | --------------------------------------- | -------------------------------- |
| reclaim stone from marble | 2 | marble | none | Available from the start. | Available until the Modern Age. |
| marble brazier | 3 | marble | none | Available from the start. | Available until the Modern Age. |
| well | 7 | marble | none | Requires 21 Industrial research points. | Available until the Modern Age. |
| ashtray | 3 | marble | none | Requires 14 Industrial research points. | Available until the Modern Age. |
| marble pillar | 2 | marble | construction | Available from the start. | Available until the Modern Age. |
| ionic column | 2.5 | marble | construction | Requires 22 Industrial research points. | Available until the Modern Age. |
| solomonic column | 2.5 | marble | construction | Requires 22 Industrial research points. | Available until the Modern Age. |
| thick solomonic column | 2.5 | marble | construction | Requires 22 Industrial research points. | Available until the Modern Age. |
| marble aztec column | 2.5 | marble | construction | Requires 32 Industrial research points. | Available until the Modern Age. |
| research kit | 10 | marble | none | Available from the start. | Available until the Modern Age. |
| raw marble floor | 1 | marble | floors | Requires 20 Industrial research points. | Available until the Modern Age. |
| raw black marble floor | 1 | marble | floors | Requires 20 Industrial research points. | Available until the Modern Age. |
| raw pink marble floor | 1 | marble | floors | Requires 20 Industrial research points. | Available until the Modern Age. |
| marble floor | 1 | marble | floors | Requires 25 Industrial research points. | Available until the Modern Age. |
| marble tiles | 1 | marble | floors | Requires 25 Industrial research points. | Available until the Modern Age. |
| black marble tiles | 1 | marble | floors | Requires 25 Industrial research points. | Available until the Modern Age. |
| pink marble tiles | 1 | marble | floors | Requires 25 Industrial research points. | Available until the Modern Age. |
| ornate marble tile | 1 | marble | floors | Requires 32 Industrial research points. | Available until the Modern Age. |
| ornate black marble tile | 1 | marble | floors | Requires 32 Industrial research points. | Available until the Modern Age. |
| decorative marble tile | 1 | marble | floors | Requires 32 Industrial research points. | Available until the Modern Age. |
| decorative black marble tile | 1 | marble | floors | Requires 32 Industrial research points. | Available until the Modern Age. |
| decorative pink marble tile | 1 | marble | floors | Requires 32 Industrial research points. | Available until the Modern Age. |
| marble grid tile floor | 1 | marble | floors | Requires 45 Industrial research points. | Available until the Modern Age. |
| marble checkerboard floor | 1 | marble | floors | Requires 45 Industrial research points. | Available until the Modern Age. |
| reverse marble checkerboard floor | 1 | marble | floors | Requires 45 Industrial research points. | Available until the Modern Age. |
| pink marble checkerboard floor | 1 | marble | floors | Requires 45 Industrial research points. | Available until the Modern Age. |
| reverse pink marble checkerboard floor | 1 | marble | floors | Requires 45 Industrial research points. | Available until the Modern Age. |
| marble statue | 15 | marble | religious & decoration | Requires 10 Industrial research points. | Available until the Modern Age. |
| marble altar | 20 | marble | religious & decoration | Requires 28 Industrial research points. | Available until the Modern Age. |
| monumental marble statue of venus | 45 | marble | religious & decoration | Requires 62 Industrial research points. | Available until the Modern Age. |
| grindstone | 18 | marble | none | Requires 25 Industrial research points. | Available until the Modern Age. |
| marble bust | 3 | marble | none | Requires 20 Industrial research points. | Available until the Modern Age. |
| marble bust of hippocrates | 3 | marble | none | Requires 20 Industrial research points. | Available until the Modern Age. |
| marble wall | 8 | marble | construction | Available from the start. | Available until the Middle Ages. |
| marble block wall | 8 | marble | construction | Available from the start. | Available until the Middle Ages. |
| grecian marble wall | 6 | marble | construction | Requires 22 Industrial research points. | Available until the Middle Ages. |
| marble block archway | 8 | marble | construction | Available from the start. | Available until the Middle Ages. |
| grecian archway | 8 | marble | construction | Available from the start. | Available until the Bronze Age. |
| grand marble archway | 8 | marble | construction | Requires 65 Industrial research points. | Available until the Modern Age. |
| large marble double doors | 10 | marble | none | Requires 18 Industrial research points. | Available until the Modern Age. |
| marble window | 5 | marble | construction | Requires 20 Industrial research points. | Available until the Modern Age. |
| full stone window | 5 | marble | construction | Requires 20 Industrial research points. | Available until the Modern Age. |
materialleaffern
| Item | Cost | Material | Category | Research Needed | Available Until |
| -------------- | ---- | ---------------- | -------- | ------------------------- | ------------------------------- |
| thatch roofing | 2 | materialleaffern | none | Available from the start. | Available until the Modern Age. |
monkeypelt
| Item | Cost | Material | Category | Research Needed | Available Until |
| ------------------- | ---- | ---------- | -------- | ------------------------------------ | ------------------------------- |
| primitive pelt coat | 6 | monkeypelt | none | Available from the start. | Available until the Stone Age. |
| fur coat | 6 | monkeypelt | none | Requires 20 Medical research points. | Available until the Modern Age. |
| fur boots | 3 | monkeypelt | none | Available from the start. | Available until the Modern Age. |
| fur gloves | 3 | monkeypelt | none | Available from the start. | Available until the Modern Age. |
| furcap | 2 | monkeypelt | none | Requires 89 Medical research points. | Available until the Modern Age. |
| furhat | 2 | monkeypelt | none | Requires 89 Medical research points. | Available until the Modern Age. |
obsidian
| Item | Cost | Material | Category | Research Needed | Available Until |
| ---------------------- | ---- | -------- | ---------------------- | --------------------------------------- | ------------------------------- |
| obsidian brazier | 3 | obsidian | none | Available from the start. | Available until the Modern Age. |
| pillar | 2 | obsidian | construction | Available from the start. | Available until the Modern Age. |
| ionic column | 2.5 | obsidian | construction | Requires 22 Industrial research points. | Available until the Modern Age. |
| solomonic column | 2.5 | obsidian | construction | Requires 22 Industrial research points. | Available until the Modern Age. |
| thick solomonic column | 2.5 | obsidian | construction | Requires 22 Industrial research points. | Available until the Modern Age. |
| aztec column | 2.5 | obsidian | construction | Requires 32 Industrial research points. | Available until the Modern Age. |
| obsidian altar | 15 | obsidian | religious & decoration | Available from the start. | Available until the Modern Age. |
orcpelt
| Item | Cost | Material | Category | Research Needed | Available Until |
| ---------- | ---- | -------- | -------- | ------------------------- | ------------------------------- |
| fur coat | 6 | orcpelt | none | Available from the start. | Available until the Modern Age. |
| fur boots | 3 | orcpelt | none | Available from the start. | Available until the Modern Age. |
| fur gloves | 3 | orcpelt | none | Available from the start. | Available until the Modern Age. |
pantherpelt
| Item | Cost | Material | Category | Research Needed | Available Until |
| ---------------------- | ---- | ----------- | -------- | ------------------------- | --------------------------------- |
| panther pelt headcover | 3 | pantherpelt | none | Available from the start. | Available until the Modern Age. |
| mbata pelt vest | 3 | pantherpelt | none | Available from the start. | Available until the Imperial Age. |
| umghele headband | 2 | pantherpelt | none | Available from the start. | Available until the Imperial Age. |
plastic
| Item | Cost | Material | Category | Research Needed | Available Until |
| ------------------------------ | ---- | -------- | --------------- | ---------------------------------------- | ------------------------------- |
| camera film | 4 | plastic | none | Requires 95 Industrial research points. | Available until the Modern Age. |
| blood pack | 2 | plastic | none | Requires 95 Medical research points. | Available until the Modern Age. |
| lighter | 3 | plastic | none | Requires 150 Industrial research points. | Available until the Modern Age. |
| bug swatter | 8 | plastic | none | Available from the start. | Available until the Modern Age. |
| D2 | 1 | plastic | dice | Requires 147 Industrial research points. | Available until the Modern Age. |
| D4 | 1 | plastic | dice | Requires 147 Industrial research points. | Available until the Modern Age. |
| D6 | 1 | plastic | dice | Requires 147 Industrial research points. | Available until the Modern Age. |
| D8 | 1 | plastic | dice | Requires 147 Industrial research points. | Available until the Modern Age. |
| D10 | 1 | plastic | dice | Requires 147 Industrial research points. | Available until the Modern Age. |
| D00 | 1 | plastic | dice | Requires 147 Industrial research points. | Available until the Modern Age. |
| D12 | 1 | plastic | dice | Requires 147 Industrial research points. | Available until the Modern Age. |
| D20 | 1 | plastic | dice | Requires 147 Industrial research points. | Available until the Modern Age. |
| filing cabinet | 6 | plastic | storage | Available from the start. | Available until the Modern Age. |
| large filing cabinet | 6 | plastic | storage | Available from the start. | Available until the Modern Age. |
| chest drawer | 6 | plastic | storage | Available from the start. | Available until the Modern Age. |
| dumpster | 5 | plastic | storage | Requires 105 Industrial research points. | Available until the Modern Age. |
| trash bag | 1 | plastic | storage | Requires 150 Industrial research points. | Available until the Modern Age. |
| plastic bag | 0.75 | plastic | storage | Requires 150 Industrial research points. | Available until the Modern Age. |
| chip pack | 0.4 | plastic | storage | Requires 150 Industrial research points. | Available until the Modern Age. |
| german gas mask | 8 | plastic | gas masks | Requires 102 Medical research points. | Available until the Modern Age. |
| british gas mask | 8 | plastic | gas masks | Requires 102 Medical research points. | Available until the Modern Age. |
| modern gas mask (single sided) | 8 | plastic | gas masks | Requires 132 Medical research points. | Available until the Modern Age. |
| modern gas mask (double sized) | 8 | plastic | gas masks | Requires 132 Medical research points. | Available until the Modern Age. |
| rat mask | 3 | plastic | face masks | Requires 165 Medical research points. | Available until the Modern Age. |
| raven mask | 3 | plastic | face masks | Requires 165 Medical research points. | Available until the Modern Age. |
| bat mask | 3 | plastic | face masks | Requires 165 Medical research points. | Available until the Modern Age. |
| bear mask | 3 | plastic | face masks | Requires 165 Medical research points. | Available until the Modern Age. |
| owl mask | 3 | plastic | face masks | Requires 165 Medical research points. | Available until the Modern Age. |
| bee mask | 3 | plastic | face masks | Requires 165 Medical research points. | Available until the Modern Age. |
| jackal mask | 3 | plastic | face masks | Requires 165 Medical research points. | Available until the Modern Age. |
| frog mask | 3 | plastic | face masks | Requires 165 Medical research points. | Available until the Modern Age. |
| cow mask | 3 | plastic | face masks | Requires 165 Medical research points. | Available until the Modern Age. |
| pig mask | 3 | plastic | face masks | Requires 165 Medical research points. | Available until the Modern Age. |
| gorilla mask | 3 | plastic | face masks | Requires 165 Medical research points. | Available until the Modern Age. |
| joy mask | 3 | plastic | face masks | Requires 210 Medical research points. | Available until the Modern Age. |
| traffic cone | 1 | plastic | signs | Requires 125 Industrial research points. | Available until the Modern Age. |
| do not enter sign | 2 | plastic | signs | Requires 125 Industrial research points. | Available until the Modern Age. |
| stop sign | 2 | plastic | signs | Requires 125 Industrial research points. | Available until the Modern Age. |
| yeld sign | 2 | plastic | signs | Requires 125 Industrial research points. | Available until the Modern Age. |
| radiation sign | 2 | plastic | signs | Requires 125 Industrial research points. | Available until the Modern Age. |
| pedestrian crossing sign | 2 | plastic | signs | Requires 125 Industrial research points. | Available until the Modern Age. |
| fast food cup | 1 | plastic | drinks | Requires 170 Industrial research points. | Available until the Modern Age. |
| condiment bottle | 0.75 | plastic | drinks | Requires 170 Industrial research points. | Available until the Modern Age. |
| plastic bottle | 1.5 | plastic | drinks | Requires 170 Industrial research points. | Available until the Modern Age. |
| gallon jug | 3 | plastic | drinks | Requires 170 Industrial research points. | Available until the Modern Age. |
| constable helmet | 6 | plastic | none | Requires 138 Medical research points. | Available until the Modern Age. |
| surgical apron | 8 | plastic | jackets & vests | Requires 138 Medical research points. | Available until the Modern Age. |
| surgical mask | 1 | plastic | none | Requires 108 Medical research points. | Available until the Modern Age. |
| white hardhat | 3 | plastic | none | Requires 108 Industrial research points. | Available until the Modern Age. |
| yellow hardhat | 3 | plastic | none | Requires 108 Industrial research points. | Available until the Modern Age. |
| orange hardhat | 3 | plastic | none | Requires 108 Industrial research points. | Available until the Modern Age. |
poppy
| Item | Cost | Material | Category | Research Needed | Available Until |
| ----- | ---- | -------- | -------- | ------------------------------------ | ------------------------------- |
| opium | 3 | poppy | none | Requires 29 Medical research points. | Available until the Modern Age. |
rags
| Item | Cost | Material | Category | Research Needed | Available Until |
| --------------- | ---- | -------- | -------- | ------------------------------------- | -------------------------------- |
| bandages | 2 | rags | none | Available from the start. | Available until the Modern Age. |
| beggar clothing | 4 | rags | none | Requires 39 Military research points. | Available until the Middle Ages. |
rope
| Item | Cost | Material | Category | Research Needed | Available Until |
| -------------- | ---- | -------- | -------- | ------------------------------------- | ------------------------------- |
| noose | 1 | rope | none | Available from the start. | Available until the Modern Age. |
| rope handcuffs | 1 | rope | none | Available from the start. | Available until the Modern Age. |
| fishing net | 4 | rope | none | Available from the start. | Available until the Modern Age. |
| leash | 1 | rope | none | Available from the start. | Available until the Modern Age. |
| garrote | 3 | rope | none | Requires 43 Military research points. | Available until the Modern Age. |
sandstone
| Item | Cost | Material | Category | Research Needed | Available Until |
| ------------------------------------ | ---- | --------- | ---------------------- | ---------------------------------------------------- | ----------------------------------- |
| smooth sandstone road | 1 | sandstone | roads | Available from the start. | Available until the Modern Age. |
| stone bricks | 3 | sandstone | none | Requires 35 Industrial research points. | Available until the Modern Age. |
| smooth sandstone wall | 8 | sandstone | construction | Available from the start. | Available until the Modern Age. |
| egyptian wall | 6 | sandstone | construction | Available from the start. | Available until the Bronze Age. |
| sandstone block wall | 8 | sandstone | construction | Available from the start. | Available until the Modern Age. |
| red sandstone block wall | 8 | sandstone | construction | Available from the start. | Available until the Modern Age. |
| sandstone fortress wall | 8 | sandstone | construction | Requires 45 Industrial, 35 Military research points. | Available until the Imperial Age. |
| castle gate | 15 | sandstone | construction | Requires 30 Industrial, 30 Military research points. | Available until the Modern Age. |
| castle gate control | 5 | sandstone | construction | Requires 30 Industrial, 30 Military research points. | Available until the Modern Age. |
| large sandstone double doors | 10 | sandstone | none | Requires 18 Industrial research points. | Available until the Bronze Age. |
| sandstone block archway | 6 | sandstone | construction | Available from the start. | Available until the Modern Age. |
| red sandstone block archway | 6 | sandstone | construction | Available from the start. | Available until the Modern Age. |
| egyptian archway | 6 | sandstone | construction | Available from the start. | Available until the Bronze Age. |
| sandstone statue | 15 | sandstone | religious & decoration | Requires 10 Industrial research points. | Available until the Modern Age. |
| sandstone floor | 1 | sandstone | floors | Available from the start. | Available until the Modern Age. |
| sandstone brick floor | 1 | sandstone | floors | Available from the start. | Available until the Modern Age. |
| sandstone slab floor | 1 | sandstone | floors | Available from the start. | Available until the Modern Age. |
| red sandstone slab floor | 1 | sandstone | floors | Available from the start. | Available until the Modern Age. |
| sandstone tile | 2 | sandstone | floors | Available from the start. | Available until the Modern Age. |
| sandstone decorative tile | 2.5 | sandstone | floors | Available from the start. | Available until the Modern Age. |
| red sandstone decorative tile | 2.5 | sandstone | floors | Available from the start. | Available until the Modern Age. |
| sandstone stairs | 3 | sandstone | construction | Available from the start. | Available until the Modern Age. |
| pillar | 2 | sandstone | construction | Available from the start. | Available until the Modern Age. |
| egyptian column | 2.5 | sandstone | construction | Requires 22 Industrial research points. | Available until the Modern Age. |
| ionic column | 2.5 | sandstone | construction | Requires 22 Industrial research points. | Available until the Modern Age. |
| solomonic column | 2.5 | sandstone | construction | Requires 22 Industrial research points. | Available until the Modern Age. |
| thick solomonic column | 2.5 | sandstone | construction | Requires 22 Industrial research points. | Available until the Modern Age. |
| aztec column | 2.5 | sandstone | construction | Requires 32 Industrial research points. | Available until the Modern Age. |
| sandstone window | 5 | sandstone | construction | Requires 18 Industrial research points. | Available until the Modern Age. |
| full sandstone window | 5 | sandstone | construction | Requires 18 Industrial research points. | Available until the Modern Age. |
| red sandstone window | 5 | sandstone | construction | Requires 18 Industrial research points. | Available until the Modern Age. |
| red full sandstone window | 5 | sandstone | construction | Requires 18 Industrial research points. | Available until the Modern Age. |
| sandstone roof builder | 1 | sandstone | construction | Available from the start. | Available until the Modern Age. |
| sandstone totem | 8 | sandstone | religious & decoration | Available from the start. | Available until the Modern Age. |
| sandstone altar | 15 | sandstone | religious & decoration | Available from the start. | Available until the Modern Age. |
| monumental sandstone obelisk | 45 | sandstone | religious & decoration | Requires 22 Industrial research points. | Available until the Middle Ages. |
| gravestone | 3 | sandstone | religious & decoration | Requires 26 Industrial research points. | Available until the Modern Age. |
| sandstone well | 7 | sandstone | structures | Requires 21 Industrial research points. | Available until the Modern Age. |
| sandstone brazier | 3 | sandstone | structures | Available from the start. | Available until the Modern Age. |
| grindstone | 18 | sandstone | production | Requires 25 Industrial research points. | Available until the Modern Age. |
| sandstone kiln | 10 | sandstone | structures | Requires 26 Industrial research points. | Available until the Modern Age. |
| sandstone barrier wall | 3 | sandstone | fortifications | Available from the start. | Available until the Modern Age. |
| horizontal sandstone crenelated wall | 5 | sandstone | fortifications | Available from the start. | Available until the Modern Age. |
| verticle sandstone crenelated wall | 5 | sandstone | fortifications | Available from the start. | Available until the Modern Age. |
| research kit | 10 | sandstone | tools | Available from the start. | Available until the Modern Age. |
| scientific slate | 4 | sandstone | tools | Available from the start. | Available until the Stone Age. |
| sandstone hatchet | 2 | sandstone | tools | Available from the start. | Available until the Modern Age. |
| chisel | 8 | sandstone | tools | Available from the start. | Available until the Modern Age. |
| pickaxe | 2 | sandstone | tools | Available from the start. | Available until the Modern Age. |
| sling projectile (x5) | 1 | sandstone | projectiles | Available from the start. | Available until the Modern Age. |
| projectile (x2) | 1 | sandstone | projectiles | Requires 24 Industrial, 49 Military research points. | Available until the Modern Age. |
| sandstone arrowhead (x4) | 1 | sandstone | projectiles | Requires 14 Military research points. | Available until the Modern Age. |
| catapult projectile | 5 | sandstone | projectiles | Requires 24 Industrial, 33 Military research points. | Available until the Industrial Age. |
sheeppelt
| Item | Cost | Material | Category | Research Needed | Available Until |
| -------------------- | ---- | --------- | -------- | ------------------------------------ | ------------------------------- |
| primitive pelt coat | 6 | sheeppelt | none | Available from the start. | Available until the Stone Age. |
| wool coat | 6 | sheeppelt | none | Requires 20 Medical research points. | Available until the Modern Age. |
| wool boots | 3 | sheeppelt | none | Available from the start. | Available until the Modern Age. |
| wool gloves | 3 | sheeppelt | none | Available from the start. | Available until the Modern Age. |
| sheep pelt headcover | 3 | sheeppelt | none | Available from the start. | Available until the Modern Age. |
| raw wool | 1 | sheeppelt | none | Available from the start. | Available until the Modern Age. |
silver
| Item | Cost | Material | Category | Research Needed | Available Until |
| ------------------------- | ---- | -------- | -------- | ----------------------------------------------------- | ------------------------------- |
| silver coins | 1 | silver | none | Available from the start. | Available until the Modern Age. |
| large silver double doors | 5 | silver | none | Requires 18 Industrial research points. | Available until the Modern Age. |
| silver crown | 3 | silver | none | Available from the start. | Available until the Modern Age. |
| silver arm bangles | 2 | silver | none | Available from the start. | Available until the Modern Age. |
| expensive watch | 6 | silver | none | Requires 110 Industrial, 60 Military research points. | Available until the Modern Age. |
| silver medal | 2 | silver | none | Requires 60 Industrial, 60 Military research points. | Available until the Modern Age. |
| silver statue | 10 | silver | none | Requires 10 Industrial research points. | Available until the Modern Age. |
steel
| Item | Cost | Material | Category | Research Needed | Available Until |
| ----------------------------------------- | ---- | -------- | ------------- | ------------------------------------------------------ | ----------------------------------- |
| steel cart | 30 | steel | logistics | Requires 147 Industrial research points. | Available until the Modern Age. |
| shopping cart | 30 | steel | logistics | Requires 149 Industrial research points. | Available until the Modern Age. |
| coin smelter | 50 | steel | none | Requires 25 Industrial research points. | Available until the Modern Age. |
| steel bathtub | 50 | steel | hygiene | Requires 150 Industrial, 40 Medical research points. | Available until the Modern Age. |
| steel public bathtub | 50 | steel | hygiene | Requires 175 Industrial, 80 Medical research points. | Available until the Modern Age. |
| shelf | 6 | steel | furniture | Requires 90 Industrial research points. | Available until the Modern Age. |
| wheelchair | 6 | steel | none | Requires 95 Industrial, 98 Medical research points. | Available until the Modern Age. |
| clock | 9 | steel | none | Requires 98 Industrial research points. | Available until the Modern Age. |
| ashtray | 3 | steel | none | Requires 100 Industrial research points. | Available until the Modern Age. |
| steel chair | 6 | steel | furniture | Requires 110 Industrial research points. | Available until the Modern Age. |
| reinforced table | 6 | steel | furniture | Requires 110 Industrial research points. | Available until the Modern Age. |
| dark rollerchair | 8 | steel | furniture | Requires 123 Industrial research points. | Available until the Modern Age. |
| rollerchair | 8 | steel | furniture | Requires 123 Industrial research points. | Available until the Modern Age. |
| drink shaker | 3 | steel | none | Requires 125 Industrial research points. | Available until the Modern Age. |
| watch | 6 | steel | none | Requires 125 Industrial, 60 Military research points. | Available until the Modern Age. |
| zippo lighter | 4 | steel | none | Requires 145 Industrial research points. | Available until the Modern Age. |
| whistle | 4 | steel | tools | Requires 80 Industrial research points. | Available until the Modern Age. |
| expensive cane | 7 | steel | tools | Requires 60 Industrial research points. | Available until the Modern Age. |
| wirecutters | 4 | steel | tools | Requires 90 Industrial research points. | Available until the Modern Age. |
| welding tool | 7 | steel | tools | Requires 99 Industrial research points. | Available until the Modern Age. |
| jackhammer | 24 | steel | tools | Requires 178 Industrial research points. | Available until the Modern Age. |
| fire extinguisher | 7 | steel | tools | Requires 99 Industrial research points. | Available until the Modern Age. |
| cannon | 35 | steel | siege weapons | Requires 71 Industrial, 79 Military research points. | Available until the Industrial Age. |
| artillery cannon | 40 | steel | siege weapons | Requires 95 Industrial, 109 Military research points. | Available until the Modern Age. |
| ladder | 6 | steel | siege weapons | Requires 24 Industrial, 33 Military research points. | Available until the Modern Age. |
| blast door | 40 | steel | construction | Requires 110 Industrial, 125 Military research points. | Available until the Modern Age. |
| blast door control | 15 | steel | construction | Requires 110 Industrial, 125 Military research points. | Available until the Modern Age. |
| large reinforced large steel double doors | 10 | steel | construction | Requires 62 Industrial research points. | Available until the Modern Age. |
| jail bars | 8 | steel | construction | Requires 75 Industrial research points. | Available until the Modern Age. |
| locked jail door | 12 | steel | construction | Requires 75 Industrial research points. | Available until the Modern Age. |
| steel floor | 1 | steel | construction | Requires 96 Industrial research points. | Available until the Modern Age. |
| white floor | 1 | steel | construction | Requires 96 Industrial research points. | Available until the Modern Age. |
| steel window | 5 | steel | construction | Requires 96 Industrial research points. | Available until the Modern Age. |
| tank trap | 25 | steel | construction | Requires 140 Industrial, 132 Military research points. | Available until the Modern Age. |
| tank cannon | 40 | steel | weapons | Requires 115 Industrial, 125 Military research points. | Available until the Modern Age. |
| rubber wheel | 1 | steel | vehicle parts | Requires 115 Industrial research points. | Available until the Modern Age. |
| tank track | 4 | steel | vehicle parts | Requires 135 Industrial research points. | Available until the Modern Age. |
| light axis (800 weight) | 10 | steel | vehicle parts | Requires 126 Industrial research points. | Available until the Modern Age. |
| heavy axis (2500 weight) | 30 | steel | vehicle parts | Requires 126 Industrial research points. | Available until the Modern Age. |
| driver's seat | 8 | steel | vehicle parts | Requires 126 Industrial research points. | Available until the Modern Age. |
| loaders's seat | 6 | steel | vehicle parts | Requires 126 Industrial, 125 Military research points. | Available until the Modern Age. |
| gunner's seat | 6 | steel | vehicle parts | Requires 126 Industrial, 125 Military research points. | Available until the Modern Age. |
| commander's seat | 10 | steel | vehicle parts | Requires 126 Industrial, 125 Military research points. | Available until the Modern Age. |
| motorcycle frame | 12 | steel | vehicle parts | Requires 126 Industrial research points. | Available until the Modern Age. |
| steel vehicle frame | 2 | steel | vehicle parts | Requires 126 Industrial research points. | Available until the Modern Age. |
| steel ship frame | 2 | steel | vehicle parts | Requires 97 Industrial research points. | Available until the Modern Age. |
| fuel pump (star) | 15 | steel | none | Requires 120 Industrial research points. | Available until the Modern Age. |
| fuel pump (small) | 15 | steel | none | Requires 120 Industrial research points. | Available until the Modern Age. |
| fuel pump (N) | 15 | steel | none | Requires 120 Industrial research points. | Available until the Modern Age. |
| fuel pump (S) | 15 | steel | none | Requires 120 Industrial research points. | Available until the Modern Age. |
| 25u bike fuel tank | 2 | steel | fuel tanks | Requires 120 Industrial research points. | Available until the Modern Age. |
| 50u bike fuel tank | 4 | steel | fuel tanks | Requires 120 Industrial research points. | Available until the Modern Age. |
| 75u bike fuel tank | 6 | steel | fuel tanks | Requires 120 Industrial research points. | Available until the Modern Age. |
| 120u small fuel tank | 10 | steel | fuel tanks | Requires 120 Industrial research points. | Available until the Modern Age. |
| 180u medium fuel tank | 15 | steel | fuel tanks | Requires 120 Industrial research points. | Available until the Modern Age. |
| 250u large fuel tank | 20 | steel | fuel tanks | Requires 120 Industrial research points. | Available until the Modern Age. |
| 450u huge fuel tank | 36 | steel | fuel tanks | Requires 120 Industrial research points. | Available until the Modern Age. |
| steel anvil | 25 | steel | production | Requires 35 Industrial research points. | Available until the Modern Age. |
| wood stove | 8 | steel | production | Requires 86 Industrial research points. | Available until the Modern Age. |
| bakelizer | 18 | steel | production | Requires 90 Industrial research points. | Available until the Modern Age. |
| industrial acidic bath | 12 | steel | production | Requires 175 Industrial, 180 Medical research points. | Available until the Modern Age. |
| petroleum refinery | 22 | steel | production | Requires 110 Industrial research points. | Available until the Modern Age. |
| biofuel refinery | 18 | steel | production | Requires 115 Industrial research points. | Available until the Modern Age. |
| steam engine | 15 | steel | production | Requires 95 Industrial research points. | Available until the Modern Age. |
| IV drip | 6 | steel | production | Requires 95 Industrial, 95 Medical research points. | Available until the Modern Age. |
| vending machine | 12 | steel | none | Requires 200 Industrial research points. | Available until the Modern Age. |
| kitchen sink | 40 | steel | production | Requires 115 Industrial research points. | Available until the Modern Age. |
| red toolbox | 4 | steel | storage | Requires 95 Industrial research points. | Available until the Modern Age. |
| blue toolbox | 4 | steel | storage | Requires 95 Industrial research points. | Available until the Modern Age. |
| yellow toolbox | 4 | steel | storage | Requires 95 Industrial research points. | Available until the Modern Age. |
| footlocker | 1.5 | steel | storage | Requires 95 Industrial research points. | Available until the Modern Age. |
| metal crate | 3 | steel | storage | Requires 115 Industrial research points. | Available until the Modern Age. |
| cash register | 3 | steel | storage | Requires 135 Industrial research points. | Available until the Modern Age. |
| fridge | 15 | steel | storage | Requires 150 Industrial, 178 Medical research points. | Available until the Modern Age. |
| steel rifle rack | 5 | steel | storage | Requires 95 Military research points. | Available until the Modern Age. |
| paper bin | 4 | steel | storage | Requires 95 Industrial research points. | Available until the Modern Age. |
| large crate | 15 | steel | storage | Requires 110 Industrial research points. | Available until the Modern Age. |
| steel barrel | 2 | steel | storage | Requires 105 Industrial research points. | Available until the Modern Age. |
| steel jerrycan | 1 | steel | storage | Requires 120 Industrial research points. | Available until the Modern Age. |
| lunchkit | 8 | steel | storage | Requires 115 Industrial, 130 Military research points. | Available until the Modern Age. |
| street lamp | 3 | steel | electrical | Requires 99 Industrial research points. | Available until the Modern Age. |
| cell tower | 15 | steel | none | Requires 212 Industrial research points. | Available until the Modern Age. |
| rocket propeled booster | 5 | steel | ammunition | Requires 120 Industrial research points. | Available until the Modern Age. |
| rocket propeled warhead | 10 | steel | ammunition | Requires 120 Industrial research points. | Available until the Modern Age. |
| steel statue | 10 | steel | none | Requires 10 Industrial research points. | Available until the Modern Age. |
| flagpole | 6 | steel | none | Available from the start. | Available until the Modern Age. |
stone
| Item | Cost | Material | Category | Research Needed | Available Until |
| ----------------------------------------- | ---- | -------- | ---------------------------- | ---------------------------------------------------- | ----------------------------------- |
| stone brazier | 3 | stone | none | Available from the start. | Available until the Modern Age. |
| well | 7 | stone | none | Requires 21 Industrial research points. | Available until the Modern Age. |
| ashtray | 3 | stone | none | Requires 14 Industrial research points. | Available until the Modern Age. |
| stone pillar | 2 | stone | construction | Available from the start. | Available until the Modern Age. |
| stone ionic column | 2.5 | stone | construction | Requires 22 Industrial research points. | Available until the Modern Age. |
| stone solomonic column | 2.5 | stone | construction | Requires 22 Industrial research points. | Available until the Modern Age. |
| stone thick solomonic column | 2.5 | stone | construction | Requires 22 Industrial research points. | Available until the Modern Age. |
| aztec column | 2.5 | stone | construction | Requires 32 Industrial research points. | Available until the Modern Age. |
| mayan roof builder | 1 | stone | construction | Available from the start. | Available until the Imperial Age. |
| research kit | 10 | stone | none | Available from the start. | Available until the Modern Age. |
| scientific rock slate | 4 | stone | none | Available from the start. | Available until the Stone Age. |
| chisel | 8 | stone | tools | Available from the start. | Available until the Modern Age. |
| stone pickaxe | 2 | stone | tools | Available from the start. | Available until the Modern Age. |
| stone hatchet | 2 | stone | tools | Available from the start. | Available until the Modern Age. |
| cobblestone floor | 1 | stone | floors | Available from the start. | Available until the Modern Age. |
| roman road | 1 | stone | floors | Requires 20 Industrial research points. | Available until the Modern Age. |
| slate floor | 1 | stone | floors | Requires 25 Industrial research points. | Available until the Modern Age. |
| stone decorative slab floor | 1 | stone | floors | Requires 32 Industrial research points. | Available until the Modern Age. |
| road | 1 | stone | floors | Requires 100 Industrial research points. | Available until the Modern Age. |
| sidewalk | 1 | stone | floors | Requires 100 Industrial research points. | Available until the Modern Age. |
| stone stairs | 2 | stone | construction | Available from the start. | Available until the Modern Age. |
| stone altar | 15 | stone | religious & decoration | Available from the start. | Available until the Modern Age. |
| totem | 8 | stone | religious & decoration | Available from the start. | Available until the Modern Age. |
| aztec statue | 8 | stone | religious & decoration | Available from the start. | Available until the Modern Age. |
| large stone head | 12 | stone | religious & decoration | Available from the start. | Available until the Modern Age. |
| moai | 20 | stone | religious & decoration | Available from the start. | Available until the Modern Age. |
| long moai | 20 | stone | religious & decoration | Available from the start. | Available until the Modern Age. |
| gravestone | 3 | stone | religious & decoration | Requires 26 Industrial research points. | Available until the Modern Age. |
| gargoyle statue | 12 | stone | religious & decoration | Requires 32 Industrial research points. | Available until the Modern Age. |
| angel statue | 12 | stone | religious & decoration | Requires 32 Industrial research points. | Available until the Modern Age. |
| monumental stone megalith | 45 | stone | religious & decoration | Available from the start. | Available until the Middle Ages. |
| monumental statue of a giant ape | 45 | stone | religious & decoration | Available from the start. | Available until the Middle Ages. |
| monumental stone pillar | 45 | stone | religious & decoration | Requires 22 Industrial research points. | Available until the Modern Age. |
| monumental ominous statue of the deep-one | 45 | stone | religious & decoration | Requires 22 Industrial research points. | Available until the Modern Age. |
| monumental ominous statue of the evil-one | 45 | stone | religious & decoration | Requires 22 Industrial research points. | Available until the Modern Age. |
| monumental ominous statue of the outsider | 45 | stone | religious & decoration | Requires 22 Industrial research points. | Available until the Modern Age. |
| monumental ominous statue of the ruler | 45 | stone | religious & decoration | Requires 32 Industrial research points. | Available until the Modern Age. |
| monumental stone buddha | 45 | stone | religious & decoration | Requires 32 Industrial research points. | Available until the Modern Age. |
| monumental saint statue | 45 | stone | religious & decoration | Requires 32 Industrial research points. | Available until the Modern Age. |
| smooth roman road | 1 | stone | roads | Requires 20 Industrial research points. | Available until the Modern Age. |
| smooth cobble road | 1 | stone | roads | Requires 32 Industrial research points. | Available until the Modern Age. |
| smooth modern road | 1 | stone | roads | Requires 100 Industrial research points. | Available until the Modern Age. |
| stone statue | 15 | stone | religious & decoration | Requires 10 Industrial research points. | Available until the Modern Age. |
| stone window | 5 | stone | construction | Requires 18 Industrial research points. | Available until the Modern Age. |
| full stone window | 5 | stone | construction | Requires 18 Industrial research points. | Available until the Modern Age. |
| stone kiln | 10 | stone | production | Requires 26 Industrial research points. | Available until the Modern Age. |
| grindstone | 18 | stone | production | Requires 25 Industrial research points. | Available until the Modern Age. |
| stone anvil | 25 | stone | production | Requires 16 Military research points. | Available until the Modern Age. |
| stone bust | 3 | stone | none | Requires 20 Industrial research points. | Available until the Modern Age. |
| stone bust of hippocrates | 3 | stone | none | Requires 20 Industrial research points. | Available until the Modern Age. |
| sling projectile (x5) | 1 | stone | projectiles | Available from the start. | Available until the Modern Age. |
| stone arrowhead (x4) | 1 | stone | projectiles | Requires 14 Military research points. | Available until the Modern Age. |
| catapult projectile | 5 | stone | projectiles | Requires 24 Industrial, 33 Military research points. | Available until the Industrial Age. |
| stone projectile (x2) | 1 | stone | projectiles | Requires 24 Industrial, 49 Military research points. | Available until the Modern Age. |
| stone bricks | 1 | stone | none | Requires 35 Industrial research points. | Available until the Modern Age. |
| stone wall | 8 | stone | construction | Available from the start. | Available until the Middle Ages. |
| stone block wall | 8 | stone | construction | Available from the start. | Available until the Middle Ages. |
| roman stone wall | 6 | stone | construction | Requires 28 Industrial research points. | Available until the Middle Ages. |
| mayan wall | 6 | stone | construction | Requires 28 Industrial research points. | Available until the Middle Ages. |
| fortress wall | 8 | stone | construction | Requires 45 Industrial, 35 Military research points. | Available until the Imperial Age. |
| tiled white brick wall | 6 | stone | construction | Requires 115 Industrial research points. | Available until the Modern Age. |
| stone block archway | 8 | stone | doorways and other buildings | Available from the start. | Available until the Middle Ages. |
| fortress archway | 16 | stone | doorways and other buildings | Requires 45 Industrial, 35 Military research points. | Available until the Imperial Age. |
| castle gate | 15 | stone | doorways and other buildings | Requires 30 Industrial, 30 Military research points. | Available until the Modern Age. |
| castle gate control | 5 | stone | doorways and other buildings | Requires 30 Industrial, 30 Military research points. | Available until the Modern Age. |
| roman door | 5 | stone | construction | Requires 28 Industrial research points. | Available until the Modern Age. |
| large stone double doors | 10 | stone | none | Requires 18 Industrial research points. | Available until the Modern Age. |
| rock barrier wall | 3 | stone | fortifications | Available from the start. | Available until the Modern Age. |
| fortified wall (horizontal) | 5 | stone | fortifications | Requires 29 Industrial research points. | Available until the Modern Age. |
| fortified wall (vertical) | 5 | stone | fortifications | Requires 29 Industrial research points. | Available until the Modern Age. |
| fortified crenelated wall (horizontal) | 5 | stone | fortifications | Requires 29 Industrial research points. | Available until the Modern Age. |
| fortified crenelated wall (vertical) | 5 | stone | fortifications | Requires 29 Industrial research points. | Available until the Modern Age. |
| stone shingled wall | 4 | stone | fortifications | Requires 29 Industrial research points. | Available until the Modern Age. |
| jersey barrier | 3 | stone | fortifications | Requires 215 Industrial research points. | Available until the Modern Age. |
| stone cart | 50 | stone | logistics | Requires 45 Industrial research points. | Available until the Middle Ages. |
| stone bathtub | 50 | stone | hygiene | Requires 15 Industrial, 10 Medical research points. | Available until the Bronze Age. |
| stone public bathtub | 50 | stone | hygiene | Requires 55 Industrial, 40 Medical research points. | Available until the Middle Ages. |
stonebrick
| Item | Cost | Material | Category | Research Needed | Available Until |
| ------------------- | ---- | ---------- | -------- | --------------------------------------- | ------------------------------- |
| stone brick wall | 6 | stonebrick | none | Requires 35 Industrial research points. | Available until the Modern Age. |
| stone brick floor | 1 | stonebrick | none | Requires 35 Industrial research points. | Available until the Modern Age. |
| stone brick archway | 6 | stonebrick | none | Requires 35 Industrial research points. | Available until the Modern Age. |
tin
| Item | Cost | Material | Category | Research Needed | Available Until |
| ---------------------- | ---- | -------- | -------- | ------------------------------------------------------ | ------------------------------- |
| small tin pot | 3 | tin | none | Available from the start. | Available until the Modern Age. |
| dummy armor | 4 | tin | none | Requires 18 Industrial research points. | Available until the Modern Age. |
| messtin | 8 | tin | none | Requires 115 Industrial, 110 Military research points. | Available until the Modern Age. |
| large tin double doors | 5 | tin | none | Requires 18 Industrial research points. | Available until the Modern Age. |
| small tin can (x3) | 1 | tin | none | Requires 95 Industrial research points. | Available until the Modern Age. |
| tin can (x2) | 1 | tin | none | Requires 95 Industrial research points. | Available until the Modern Age. |
| large tin can | 1 | tin | none | Requires 95 Industrial research points. | Available until the Modern Age. |
| soda can | 1 | tin | none | Requires 160 Industrial research points. | Available until the Modern Age. |
| beer can | 1.5 | tin | none | Requires 160 Industrial research points. | Available until the Modern Age. |
tobacco
| Item | Cost | Material | Category | Research Needed | Available Until |
| ----------- | ---- | -------- | -------- | ------------------------------------ | ------------------------------- |
| cigar | 3 | tobacco | none | Requires 23 Medical research points. | Available until the Modern Age. |
| cuban cigar | 5 | tobacco | none | Requires 57 Medical research points. | Available until the Modern Age. |
| cigarette | 2 | tobacco | none | Requires 80 Medical research points. | Available until the Modern Age. |
whitefoxpelt
| Item | Cost | Material | Category | Research Needed | Available Until |
| ------------------------ | ---- | ------------ | -------- | ------------------------------------ | ------------------------------- |
| primitive pelt coat | 6 | whitefoxpelt | none | Available from the start. | Available until the Stone Age. |
| fur coat | 6 | whitefoxpelt | none | Requires 20 Medical research points. | Available until the Modern Age. |
| fur boots | 3 | whitefoxpelt | none | Available from the start. | Available until the Modern Age. |
| fur gloves | 3 | whitefoxpelt | none | Available from the start. | Available until the Modern Age. |
| white fox pelt headcover | 3 | whitefoxpelt | none | Available from the start. | Available until the Modern Age. |
| regal ermine cape | 9 | whitefoxpelt | none | Requires 38 Medical research points. | Available until the Modern Age. |
| furcap | 2 | whitefoxpelt | none | Requires 89 Medical research points. | Available until the Modern Age. |
| furhat | 2 | whitefoxpelt | none | Requires 89 Medical research points. | Available until the Modern Age. |
whitewolfpelt
| Item | Cost | Material | Category | Research Needed | Available Until |
| ------------------------- | ---- | ------------- | -------- | ------------------------------------ | ------------------------------- |
| primitive pelt coat | 6 | whitewolfpelt | none | Available from the start. | Available until the Stone Age. |
| fur coat | 6 | whitewolfpelt | none | Requires 20 Medical research points. | Available until the Modern Age. |
| fur boots | 3 | whitewolfpelt | none | Available from the start. | Available until the Modern Age. |
| fur gloves | 3 | whitewolfpelt | none | Available from the start. | Available until the Modern Age. |
| white wolf pelt headcover | 3 | whitewolfpelt | none | Available from the start. | Available until the Modern Age. |
| regal ermine cape | 9 | whitewolfpelt | none | Requires 38 Medical research points. | Available until the Modern Age. |
| furcap | 2 | whitewolfpelt | none | Requires 89 Medical research points. | Available until the Modern Age. |
| furhat | 2 | whitewolfpelt | none | Requires 89 Medical research points. | Available until the Modern Age. |
wolfpelt
| Item | Cost | Material | Category | Research Needed | Available Until |
| ------------------- | ---- | -------- | -------- | ------------------------------------ | ------------------------------- |
| primitive pelt coat | 6 | wolfpelt | none | Available from the start. | Available until the Stone Age. |
| fur coat | 6 | wolfpelt | none | Requires 20 Medical research points. | Available until the Modern Age. |
| fur boots | 3 | wolfpelt | none | Available from the start. | Available until the Modern Age. |
| fur gloves | 3 | wolfpelt | none | Available from the start. | Available until the Modern Age. |
| wolf pelt headcover | 4 | wolfpelt | none | Available from the start. | Available until the Modern Age. |
| furcap | 2 | wolfpelt | none | Requires 89 Medical research points. | Available until the Modern Age. |
| furhat | 2 | wolfpelt | none | Requires 89 Medical research points. | Available until the Modern Age. |
wood
| Item | Cost | Material | Category | Research Needed | Available Until |
| ----------------------------- | ---- | -------- | ---------------------- | --------------------------------------------------------------- | ------------------------------------- |
| wooden knife | 2 | wood | none | Available from the start. | Available until the Modern Age. |
| torch | 2 | wood | none | Available from the start. | Available until the Modern Age. |
| raft | 10 | wood | vehicle parts | Requires 22 Industrial research points. | Available until the Modern Age. |
| communications pole | 2 | wood | none | Requires 100 Industrial research points. | Available until the Modern Age. |
| altar of chad | 8 | wood | economy & production | Available from the start. | Available until the Modern Age. |
| tanning rack | 8 | wood | economy & production | Requires 16 Industrial research points. | Available until the Modern Age. |
| dehydrator | 5 | wood | economy & production | Requires 4 Industrial research points. | Available until the Modern Age. |
| primitive saw mill | 28 | wood | economy & production | Requires 15 Industrial research points. | Available until the Modern Age. |
| roof support | 2 | wood | construction | Available from the start. | Available until the Modern Age. |
| mine support | 2 | wood | construction | Available from the start. | Available until the Modern Age. |
| nordic roof support | 2 | wood | construction | Requires 47 Industrial research points. | Available until the Modern Age. |
| aztec door | 5 | wood | construction | Requires 35 Industrial research points. | Available until the Modern Age. |
| rustic door | 4 | wood | construction | Requires 18 Industrial research points. | Available until the Modern Age. |
| nordic door | 5 | wood | construction | Requires 35 Industrial research points. | Available until the Modern Age. |
| thatch floor | 0.75 | wood | construction | Available from the start. | Available until the Modern Age. |
| split thatch floor | 0.75 | wood | construction | Available from the start. | Available until the Modern Age. |
| straw wall | 4 | wood | construction | Available from the start. | Available until the Modern Age. |
| log wall | 6 | wood | construction | Requires 25 Industrial research points. | Available until the Modern Age. |
| log wall corner | 6 | wood | construction | Requires 25 Industrial research points. | Available until the Modern Age. |
| nordic wall | 8 | wood | construction | Requires 35 Industrial research points. | Available until the Modern Age. |
| aztec wall | 8 | wood | construction | Requires 35 Industrial research points. | Available until the Modern Age. |
| custom rustic sign | 2.5 | wood | construction | Available from the start. | Available until the Modern Age. |
| wood palisade | 6 | wood | barricades | Available from the start. | Available until the Modern Age. |
| primitive wood fence | 3 | wood | barricades | Requires 10 Industrial research points. | Available until the Middle Ages. |
| primitive wood fence door | 3 | wood | barricades | Requires 10 Industrial research points. | Available until the Middle Ages. |
| empty dynamite stick | 1 | wood | weapons | Requires 92 Military research points. | Available until the Modern Age. |
| punji sticks trap | 4 | wood | weapons | Available from the start. | Available until the Modern Age. |
| quarterstaff | 2 | wood | weapons | Available from the start. | Available until the Modern Age. |
| wood club | 3 | wood | weapons | Available from the start. | Available until the Stone Age. |
| wood spear | 4 | wood | weapons | Available from the start. | Available until the Imperial Age. |
| pilum | 3 | wood | weapons | Requires 22 Military research points. | Available until the Middle Ages. |
| wood dory | 6 | wood | weapons | Requires 22 Military research points. | Available until the Middle Ages. |
| wood sarissa | 8 | wood | weapons | Requires 22 Military research points. | Available until the Middle Ages. |
| macuahuitl | 5 | wood | weapons | Requires 26 Military research points. | Available until the Imperial Age. |
| police baton | 4 | wood | weapons | Requires 95 Military research points. | Available until the Modern Age. |
| wood shield | 8 | wood | weapons | Requires 14 Military research points. | Available until the Imperial Age. |
| chimalli | 6 | wood | weapons | Requires 19 Military research points. | Available until the Imperial Age. |
| primitive bow | 8 | wood | weapons | Requires 14 Military research points. | Available until the Middle Ages. |
| shortbow | 8 | wood | weapons | Requires 30 Military research points. | Available until the Cold War. |
| longbow | 12 | wood | weapons | Requires 35 Military research points. | Available until the Cold War. |
| blow gun | 8 | wood | weapons | Requires 9 Industrial, 14 Military, 12 Medical research points. | Available until the Early Modern Age. |
| arrow shaft (x3) | 1 | wood | weapons | Requires 14 Military research points. | Available until the Modern Age. |
| hammer | 5 | wood | tools | Available from the start. | Available until the Modern Age. |
| berries gatherer | 4 | wood | tools | Available from the start. | Available until the Modern Age. |
| produce basket | 5 | wood | tools | Available from the start. | Available until the Modern Age. |
| table | 4 | wood | furniture | Available from the start. | Available until the Modern Age. |
| practice dummy | 8 | wood | furniture | Requires 18 Industrial research points. | Available until the Modern Age. |
| practice target | 6 | wood | furniture | Requires 18 Industrial research points. | Available until the Modern Age. |
| torch mount | 1 | wood | furniture | Requires 25 Industrial research points. | Available until the 2nd World War. |
| decorative wood mask | 2 | wood | religious & decoration | Available from the start. | Available until the Middle Ages. |
| impaled skull | 2 | wood | religious & decoration | Available from the start. | Available until the Modern Age. |
| tiki statue | 10 | wood | religious & decoration | Available from the start. | Available until the Modern Age. |
| small tiki statue | 8 | wood | religious & decoration | Available from the start. | Available until the Modern Age. |
| wood totem pole | 10 | wood | religious & decoration | Available from the start. | Available until the Middle Ages. |
| sandals | 1 | wood | shoes & clothing | Available from the start. | Available until the Modern Age. |
| expressive wearable wood mask | 3 | wood | shoes & clothing | Available from the start. | Available until the Middle Ages. |
| black african wood mask | 3 | wood | shoes & clothing | Available from the start. | Available until the Middle Ages. |
| wearable wood mask | 2 | wood | shoes & clothing | Available from the start. | Available until the Middle Ages. |
| wood mug | 1 | wood | kitchen | Available from the start. | Available until the Modern Age. |
| campfire | 4 | wood | kitchen | Available from the start. | Available until the Modern Age. |
| tiki torch | 5 | wood | kitchen | Available from the start. | Available until the Modern Age. |
| wood bowl | 1 | wood | kitchen | Available from the start. | Available until the Modern Age. |
| wood pipe | 2 | wood | kitchen | Requires 19 Industrial research points. | Available until the Modern Age. |
| siege ladder | 8 | wood | siege weapons | Requires 24 Industrial, 33 Military research points. | Available until the Modern Age. |
| wooden foot | 3 | wood | medical | Requires 18 Medical research points. | Available until the Modern Age. |
| wooden pegleg | 5 | wood | medical | Requires 18 Medical research points. | Available until the Modern Age. |
woodplank
| Item | Cost | Material | Category | Research Needed | Available Until |
| ------------------------------------ | ---- | -------- | ---------------------- | ----------------------------------------------------- | ----------------------------------- |
| wooden cart | 40 | woodsoft | logistics | Requires 20 Industrial research points. | Available until the Modern Age. |
| bathtub | 50 | woodsoft | hygiene | Requires 10 Industrial, 5 Medical research points. | Available until the Stone Age. |
| wooden public bathtub | 100 | woodsoft | hygiene | Requires 45 Industrial, 30 Medical research points. | Available until the Bronze Age. |
| ridgid hull inflatable boat frame | 22 | woodsoft | vehicle parts | Requires 175 Industrial research points. | Available until the Modern Age. |
| carriage | 50 | woodsoft | vehicle parts | Requires 22 Industrial research points. | Available until the Modern Age. |
| outrigger boat frame | 22 | woodsoft | vehicle parts | Requires 22 Industrial research points. | Available until the Modern Age. |
| wood vehicle frame | 2 | woodsoft | vehicle parts | Requires 126 Industrial research points. | Available until the Modern Age. |
| wood ship frame | 4 | woodsoft | vehicle parts | Requires 41 Industrial research points. | Available until the Modern Age. |
| ship rudder axis (2500 weight) | 45 | woodsoft | vehicle parts | Requires 55 Industrial research points. | Available until the Modern Age. |
| light ship rudder axis (1200 weight) | 25 | woodsoft | vehicle parts | Requires 41 Industrial research points. | Available until the Modern Age. |
| ship rudder control | 10 | woodsoft | vehicle parts | Requires 41 Industrial research points. | Available until the Modern Age. |
| ship mast | 15 | woodsoft | vehicle parts | Requires 41 Industrial research points. | Available until the Modern Age. |
| research desk | 8 | woodsoft | economy & production | Available from the start. | Available until the Modern Age. |
| salting container | 6 | woodsoft | economy & production | Requires 18 Medical research points. | Available until the Modern Age. |
| small mill | 4 | woodsoft | economy & production | Requires 19 Industrial research points. | Available until the Modern Age. |
| loom | 8 | woodsoft | economy & production | Requires 19 Industrial research points. | Available until the Modern Age. |
| retting trough | 8 | woodsoft | economy & production | Requires 19 Industrial research points. | Available until the Modern Age. |
| compost bin | 10 | woodsoft | economy & production | Requires 35 Industrial research points. | Available until the Modern Age. |
| oil well | 40 | woodsoft | economy & production | Requires 105 Industrial research points. | Available until the Modern Age. |
| oil deposit | 6 | woodsoft | economy & production | Requires 105 Industrial research points. | Available until the Modern Age. |
| gunsmithing bench | 13 | woodsoft | economy & production | Requires 118 Industrial research points. | Available until the Modern Age. |
| ethanol distillery | 15 | woodsoft | economy & production | Requires 45 Industrial research points. | Available until the Modern Age. |
| large saw mill | 100 | woodsoft | economy & production | Requires 45 Industrial research points. | Available until the Modern Age. |
| powered saw mill | 200 | woodsoft | economy & production | Requires 100 Industrial research points. | Available until the Modern Age. |
| market stall | 25 | woodsoft | economy & production | Requires 24 Industrial research points. | Available until the Modern Age. |
| supply stall | 25 | woodsoft | economy & production | Requires 24 Industrial research points. | Available until the Modern Age. |
| stock market | 25 | woodsoft | economy & production | Requires 24 Industrial research points. | Available until the Modern Age. |
| wood roof builder | 1 | woodsoft | construction | Available from the start. | Available until the Modern Age. |
| wall frame | 1 | woodsoft | construction | Requires 35 Industrial research points. | Available until the Modern Age. |
| door | 5 | woodsoft | construction | Requires 18 Industrial research points. | Available until the Modern Age. |
| large wood double doors | 5 | woodsoft | construction | Requires 18 Industrial research points. | Available until the Modern Age. |
| wooden privacy door | 10 | woodsoft | construction | Requires 47 Industrial research points. | Available until the Modern Age. |
| wooden house door | 5 | woodsoft | construction | Requires 82 Industrial research points. | Available until the Modern Age. |
| floor cover | 2 | woodsoft | construction | Available from the start. | Available until the Modern Age. |
| wood floor | 1 | woodsoft | construction | Requires 18 Industrial research points. | Available until the Modern Age. |
| wood stairs | 2 | woodsoft | construction | Requires 18 Industrial research points. | Available until the Modern Age. |
| fancy wood floor | 1.5 | woodsoft | construction | Requires 42 Industrial research points. | Available until the Modern Age. |
| window | 5 | woodsoft | construction | Requires 18 Industrial research points. | Available until the Modern Age. |
| custom wood sign | 3 | woodsoft | construction | Requires 25 Industrial research points. | Available until the Modern Age. |
| custom metallic sign | 4 | woodsoft | construction | Requires 35 Industrial research points. | Available until the Modern Age. |
| custom golden sign | 6 | woodsoft | construction | Requires 35 Industrial research points. | Available until the Modern Age. |
| signpost | 4 | woodsoft | construction | Available from the start. | Available until the Modern Age. |
| wood jail bars | 8 | woodsoft | construction | Requires 55 Industrial research points. | Available until the Modern Age. |
| locked wood jail door | 12 | woodsoft | construction | Requires 55 Industrial research points. | Available until the Modern Age. |
| horizontal wood barrier | 5 | woodsoft | barricades | Available from the start. | Available until the Modern Age. |
| vertical wood barrier | 5 | woodsoft | barricades | Available from the start. | Available until the Modern Age. |
| picket wood fence | 3 | woodsoft | barricades | Requires 30 Industrial research points. | Available until the Modern Age. |
| picket wood fence door | 3 | woodsoft | barricades | Requires 30 Industrial research points. | Available until the Modern Age. |
| wood structure | 5 | woodsoft | barricades | Available from the start. | Available until the Modern Age. |
| outhouse | 35 | woodsoft | hygiene | Requires 45 Medical research points. | Available until the Modern Age. |
| male outhouse | 35 | woodsoft | hygiene | Requires 45 Medical research points. | Available until the Modern Age. |
| female outhouse | 35 | woodsoft | hygiene | Requires 45 Medical research points. | Available until the Modern Age. |
| training sword | 8 | woodsoft | weapons | Requires 24 Military research points. | Available until the Middle Ages. |
| crossbow | 12 | woodsoft | weapons | Requires 45 Military research points. | Available until the Modern Age. |
| compound bow | 8 | woodsoft | weapons | Requires 175 Military research points. | Available until the Modern Age. |
| bolt shaft (x3) | 1 | woodsoft | weapons | Requires 45 Military research points. | Available until the Modern Age. |
| wood handle | 1 | woodsoft | tools | Available from the start. | Available until the Modern Age. |
| wood cane | 2 | woodsoft | tools | Available from the start. | Available until the Modern Age. |
| plough | 4 | woodsoft | tools | Available from the start. | Available until the Modern Age. |
| fishing pole | 3 | woodsoft | tools | Available from the start. | Available until the Modern Age. |
| mop | 2 | woodsoft | tools | Requires 22 Industrial research points. | Available until the Modern Age. |
| rollingpin | 1 | woodsoft | tools | Requires 22 Industrial research points. | Available until the Modern Age. |
| bucket | 2 | woodsoft | tools | Available from the start. | Available until the Modern Age. |
| fishing cage | 12 | woodsoft | tools | Requires 12 Industrial, 12 Medical research points. | Available until the Modern Age. |
| wearable sign | 2.5 | woodsoft | tools | Available from the start. | Available until the Modern Age. |
| ballot box | 8 | woodsoft | furniture | Requires 25 Industrial research points. | Available until the Modern Age. |
| wood pole | 2 | woodsoft | furniture | Available from the start. | Available until the Modern Age. |
| bed | 4 | woodsoft | furniture | Available from the start. | Available until the Modern Age. |
| wood crate | 5 | woodsoft | furniture | Available from the start. | Available until the Modern Age. |
| bookcase | 6 | woodsoft | furniture | Requires 14 Industrial research points. | Available until the Modern Age. |
| chair | 4 | woodsoft | furniture | Requires 14 Industrial research points. | Available until the Modern Age. |
| wood chest | 7 | woodsoft | furniture | Requires 14 Industrial research points. | Available until the Modern Age. |
| large barrel | 16 | woodsoft | furniture | Requires 19 Industrial research points. | Available until the Modern Age. |
| wood mailbox | 3 | woodsoft | furniture | Requires 40 Industrial research points. | Available until the Modern Age. |
| padded chair | 6 | woodsoft | furniture | Requires 40 Industrial research points. | Available until the Modern Age. |
| wing backed chair | 6 | woodsoft | furniture | Requires 40 Industrial research points. | Available until the Modern Age. |
| coffin | 4 | woodsoft | furniture | Requires 41 Industrial research points. | Available until the Modern Age. |
| wardrobe | 5 | woodsoft | furniture | Requires 41 Industrial research points. | Available until the Modern Age. |
| cabinet | 4 | woodsoft | furniture | Requires 41 Industrial research points. | Available until the Modern Age. |
| grandfather clock | 9 | woodsoft | furniture | Requires 42 Industrial research points. | Available until the Modern Age. |
| wooden rifle rack | 8 | woodsoft | storage | Requires 75 Military research points. | Available until the Modern Age. |
| poker table | 7 | woodsoft | furniture | Requires 95 Industrial research points. | Available until the Modern Age. |
| modern table | 7 | woodsoft | furniture | Requires 95 Industrial research points. | Available until the Modern Age. |
| fancy table | 7 | woodsoft | furniture | Requires 95 Industrial research points. | Available until the Modern Age. |
| coatrack | 3 | woodsoft | furniture | Requires 95 Industrial research points. | Available until the Modern Age. |
| shell rack | 6 | woodsoft | furniture | Requires 80 Industrial, 105 Military research points. | Available until the Modern Age. |
| large crate | 8 | woodsoft | furniture | Requires 95 Industrial research points. | Available until the Modern Age. |
| military crate | 5 | woodsoft | furniture | Requires 105 Industrial research points. | Available until the Modern Age. |
| standing clock | 6 | woodsoft | furniture | Requires 110 Industrial research points. | Available until the Modern Age. |
| wood altar | 20 | woodsoft | religious & decoration | Available from the start. | Available until the Modern Age. |
| cross | 4 | woodsoft | religious & decoration | Requires 47 Industrial research points. | Available until the Modern Age. |
| small cross | 2 | woodsoft | religious & decoration | Requires 47 Industrial research points. | Available until the Modern Age. |
| monumental crucero cross | 45 | woodsoft | religious & decoration | Requires 32 Industrial research points. | Available until the Modern Age. |
| geta sandals | 1 | woodsoft | shoes & clothing | Requires 24 Industrial, 38 Medical research points. | Available until the Modern Age. |
| barrel | 5 | woodsoft | kitchen | Requires 19 Industrial research points. | Available until the Modern Age. |
| cutting board | 5 | woodsoft | kitchen | Requires 20 Industrial research points. | Available until the Modern Age. |
| paper cup | 1 | woodsoft | kitchen | Requires 105 Industrial research points. | Available until the Modern Age. |
| milk carton | 2 | woodsoft | kitchen | Requires 105 Industrial research points. | Available until the Modern Age. |
| food box | 1.5 | woodsoft | storage | Requires 90 Industrial research points. | Available until the Modern Age. |
| gong | 5 | woodsoft | entertainment & other | Requires 26 Industrial research points. | Available until the Modern Age. |
| gong mallet | 3 | woodsoft | entertainment & other | Requires 26 Industrial research points. | Available until the Modern Age. |
| bell stand | 3 | woodsoft | entertainment & other | Requires 40 Industrial research points. | Available until the Modern Age. |
| cigar case | 2 | woodsoft | entertainment & other | Requires 65 Industrial research points. | Available until the Modern Age. |
| deck of cards | 2 | woodsoft | entertainment & other | Requires 65 Industrial research points. | Available until the Modern Age. |
| matches (x10) | 2 | woodsoft | entertainment & other | Requires 67 Industrial research points. | Available until the Modern Age. |
| piano | 18 | woodsoft | entertainment & other | Requires 45 Industrial research points. | Available until the Modern Age. |
| violin | 10 | woodsoft | entertainment & other | Requires 50 Industrial research points. | Available until the Modern Age. |
| research kit | 10 | woodsoft | paper & printing | Available from the start. | Available until the Modern Age. |
| scientific literature | 4 | woodsoft | paper & printing | Available from the start. | Available until the Modern Age. |
| language book | 10 | woodsoft | paper & printing | Available from the start. | Available until the Modern Age. |
| holy book | 15 | woodsoft | paper & printing | Available from the start. | Available until the Modern Age. |
| visa (empty) | 1 | woodsoft | paper & printing | Requires 19 Industrial research points. | Available until the Modern Age. |
| passport | 3 | woodsoft | paper & printing | Requires 19 Industrial research points. | Available until the Modern Age. |
| pen | 1 | woodsoft | paper & printing | Requires 19 Industrial research points. | Available until the Modern Age. |
| paper sheet | 1 | woodsoft | paper & printing | Requires 19 Industrial research points. | Available until the Modern Age. |
| official faction paper | 1 | woodsoft | paper & printing | Requires 19 Industrial research points. | Available until the Modern Age. |
| envelope | 2 | woodsoft | paper & printing | Requires 40 Industrial research points. | Available until the Modern Age. |
| envelope seal stamp | 1 | woodsoft | paper & printing | Requires 40 Industrial research points. | Available until the Modern Age. |
| wax seal stamp | 1 | woodsoft | paper & printing | Requires 40 Industrial research points. | Available until the Modern Age. |
| book | 4 | woodsoft | paper & printing | Requires 45 Industrial research points. | Available until the Modern Age. |
| grey folder | 1 | woodsoft | paper & printing | Requires 120 Industrial research points. | Available until the Modern Age. |
| yellow folder | 1 | woodsoft | paper & printing | Requires 120 Industrial research points. | Available until the Modern Age. |
| red folder | 1 | woodsoft | paper & printing | Requires 120 Industrial research points. | Available until the Modern Age. |
| photo album | 5 | woodsoft | paper & printing | Requires 95 Industrial research points. | Available until the Modern Age. |
| religious poster | 1 | woodsoft | paper & printing | Requires 19 Industrial research points. | Available until the Modern Age. |
| military propaganda poster (flag) | 1 | woodsoft | paper & printing | Requires 19 Industrial research points. | Available until the Modern Age. |
| military propaganda poster (armed) | 1 | woodsoft | paper & printing | Requires 19 Industrial research points. | Available until the Modern Age. |
| work propaganda poster | 1 | woodsoft | paper & printing | Requires 19 Industrial research points. | Available until the Modern Age. |
| leader propaganda poster | 1 | woodsoft | paper & printing | Requires 19 Industrial research points. | Available until the Modern Age. |
| notice board | 12 | woodsoft | paper & printing | Requires 50 Industrial research points. | Available until the Modern Age. |
| printing press | 12 | woodsoft | paper & printing | Requires 52 Industrial research points. | Available until the Modern Age. |
| clipboard | 5 | woodsoft | paper & printing | Requires 125 Industrial research points. | Available until the Modern Age. |
| large blue stamp | 1 | woodsoft | paper & printing | Requires 103 Industrial research points. | Available until the Modern Age. |
| DENIED stamp | 1 | woodsoft | paper & printing | Requires 103 Industrial research points. | Available until the Modern Age. |
| APPROVED stamp | 1 | woodsoft | paper & printing | Requires 103 Industrial research points. | Available until the Modern Age. |
| silly stamp | 1 | woodsoft | paper & printing | Requires 103 Industrial research points. | Available until the Modern Age. |
| red stamp | 1 | woodsoft | paper & printing | Requires 103 Industrial research points. | Available until the Modern Age. |
| blue stamp | 1 | woodsoft | paper & printing | Requires 103 Industrial research points. | Available until the Modern Age. |
| dark red stamp | 1 | woodsoft | paper & printing | Requires 103 Industrial research points. | Available until the Modern Age. |
| yellow stamp | 1 | woodsoft | paper & printing | Requires 103 Industrial research points. | Available until the Modern Age. |
| catapult | 50 | woodsoft | siege weapons | Requires 24 Industrial, 33 Military research points. | Available until the Industrial Age. |
| doctor handbook | 12 | woodsoft | medical | Requires 33 Industrial, 48 Medical research points. | Available until the Modern Age. |
| stormy sea | 3 | woodsoft | paintings | Requires 65 Industrial research points. | Available until the Modern Age. |
| city street | 3 | woodsoft | paintings | Requires 65 Industrial research points. | Available until the Modern Age. |
| sea sunset | 3 | woodsoft | paintings | Requires 65 Industrial research points. | Available until the Modern Age. |
| valley | 3 | woodsoft | paintings | Requires 65 Industrial research points. | Available until the Modern Age. |
| still life | 3 | woodsoft | paintings | Requires 65 Industrial research points. | Available until the Modern Age. |
| bird and blossom | 3 | woodsoft | paintings | Requires 65 Industrial research points. | Available until the Modern Age. |
| pine on the shore | 3 | woodsoft | paintings | Requires 65 Industrial research points. | Available until the Modern Age. |
| temple by the river | 3 | woodsoft | paintings | Requires 65 Industrial research points. | Available until the Modern Age. |
| desert camp | 3 | woodsoft | paintings | Requires 65 Industrial research points. | Available until the Modern Age. |
| barque at sea | 3 | woodsoft | paintings | Requires 65 Industrial research points. | Available until the Modern Age. |
| starry sky | 3 | woodsoft | paintings | Requires 65 Industrial research points. | Available until the Modern Age. |
| arid desert | 3 | woodsoft | paintings | Requires 65 Industrial research points. | Available until the Modern Age. |
| still life | 3 | woodsoft | paintings | Requires 65 Industrial research points. | Available until the Modern Age. |
| gallows | 3 | woodsoft | punishments | Requires 15 Military research points. | Available until the Modern Age. |
| greek cross | 10 | woodsoft | punishments | Requires 20 Military research points. | Available until the Modern Age. |
| tau cross | 10 | woodsoft | punishments | Requires 20 Military research points. | Available until the Modern Age. |
| pillory | 8 | woodsoft | punishments | Requires 32 Military research points. | Available until the Modern Age. |
woolcloth
| Item | Cost | Material | Category | Research Needed | Available Until |
| --------------------------------- | ---- | --------- | ----------------- | -------------------------------------------------- | ------------------------------------- |
| small wool sail | 15 | woolcloth | none | Requires 22 Medical research points. | Available until the Modern Age. |
| wool gloves | 3 | woolcloth | gloves | Available from the start. | Available until the Modern Age. |
| wool coat | 6 | woolcloth | jackets & vests | Requires 20 Medical research points. | Available until the Modern Age. |
| oven mittens | 3 | woolcloth | gloves | Requires 45 Industrial, 8 Medical research points. | Available until the Modern Age. |
| motorist gloves | 3 | woolcloth | gloves | Requires 180 Medical research points. | Available until the Modern Age. |
| wool boots | 3 | woolcloth | foot wear | Available from the start. | Available until the Modern Age. |
| steppe wool shoes | 3 | woolcloth | foot wear | Requires 33 Medical research points. | Available until the Imperial Age. |
| courier sneakers | 3 | woolcloth | foot wear | Requires 180 Medical research points. | Available until the Modern Age. |
| colored turban | 2 | woolcloth | hats | Requires 18 Medical research points. | Available until the Modern Age. |
| white turban | 2 | woolcloth | hats | Requires 18 Military research points. | Available until the Modern Age. |
| custom wool hood | 2 | woolcloth | hats | Requires 26 Medical research points. | Available until the Modern Age. |
| ainu bandana | 4 | woolcloth | hats | Requires 28 Medical research points. | Available until the Early Modern Age. |
| steppe shaman hat | 4 | woolcloth | hats | Requires 33 Medical research points. | Available until the Imperial Age. |
| nun hood | 4 | woolcloth | hats | Requires 35 Medical research points. | Available until the Modern Age. |
| count hat | 5 | woolcloth | hats | Requires 35 Medical research points. | Available until the Modern Age. |
| brown padded head-cap | 4 | woolcloth | hats | Requires 32 Military, 42 Medical research points. | Available until the Middle Ages. |
| grey padded head-cap | 4 | woolcloth | hats | Requires 32 Military, 42 Medical research points. | Available until the Middle Ages. |
| ratty old padded head-cap | 4 | woolcloth | hats | Requires 32 Military, 42 Medical research points. | Available until the Middle Ages. |
| custom hennin | 2 | woolcloth | hats | Requires 38 Medical research points. | Available until the Imperial Age. |
| artisan hat | 2 | woolcloth | hats | Requires 52 Medical research points. | Available until the Imperial Age. |
| red beret | 2 | woolcloth | hats | Requires 62 Medical research points. | Available until the Modern Age. |
| custom beret | 2 | woolcloth | hats | Requires 62 Medical research points. | Available until the Modern Age. |
| blue beret | 2 | woolcloth | hats | Requires 62 Medical research points. | Available until the Modern Age. |
| brown flatcap | 2 | woolcloth | hats | Requires 109 Medical research points. | Available until the Modern Age. |
| blue flatcap | 2 | woolcloth | hats | Requires 109 Medical research points. | Available until the Modern Age. |
| grey flatcap | 2 | woolcloth | hats | Requires 109 Medical research points. | Available until the Modern Age. |
| custom officer cap | 4 | woolcloth | hats | Requires 109 Medical research points. | Available until the Modern Age. |
| custom field cap | 3 | woolcloth | hats | Requires 109 Medical research points. | Available until the Modern Age. |
| customizable beanie | 2 | woolcloth | hats | Requires 109 Medical research points. | Available until the Modern Age. |
| shemagh | 2 | woolcloth | masks & eyewear | Requires 33 Medical research points. | Available until the Modern Age. |
| bandana | 2 | woolcloth | masks & eyewear | Requires 62 Medical research points. | Available until the Imperial Age. |
| red kerchief | 2 | woolcloth | masks & eyewear | Requires 98 Medical research points. | Available until the Modern Age. |
| grey kerchief | 2 | woolcloth | masks & eyewear | Requires 98 Medical research points. | Available until the Modern Age. |
| blue ainu robes | 3 | woolcloth | clothing | Requires 28 Medical research points. | Available until the Early Modern Age. |
| brown ainu robes | 3 | woolcloth | clothing | Requires 28 Medical research points. | Available until the Early Modern Age. |
| steppe wool tunic | 3 | woolcloth | clothing | Requires 33 Medical research points. | Available until the Imperial Age. |
| kilt | 2 | woolcloth | clothing | Requires 38 Medical research points. | Available until the Modern Age. |
| beggar clothing | 2 | woolcloth | clothing | Requires 38 Medical research points. | Available until the Modern Age. |
| black haori | 3 | woolcloth | clothing | Requires 38 Medical research points. | Available until the 2nd World War. |
| blue haori | 3 | woolcloth | clothing | Requires 38 Medical research points. | Available until the 2nd World War. |
| red haori | 3 | woolcloth | clothing | Requires 38 Medical research points. | Available until the 2nd World War. |
| customizable haori | 3 | woolcloth | clothing | Requires 38 Medical research points. | Available until the 2nd World War. |
| light hanfu | 3 | woolcloth | clothing | Requires 38 Medical research points. | Available until the 2nd World War. |
| dark hanfu | 3 | woolcloth | clothing | Requires 38 Medical research points. | Available until the 2nd World War. |
| monk robes | 6 | woolcloth | jackets & vests | Requires 38 Medical research points. | Available until the Modern Age. |
| green hanfu | 3 | woolcloth | clothing | Requires 38 Medical research points. | Available until the 2nd World War. |
| count outfit | 6 | woolcloth | clothing | Requires 35 Medical research points. | Available until the Modern Age. |
| artisan clothing | 3 | woolcloth | clothing | Requires 38 Medical research points. | Available until the Imperial Age. |
| dark artisan clothing | 3 | woolcloth | clothing | Requires 38 Medical research points. | Available until the Imperial Age. |
| light artisan clothing | 3 | woolcloth | clothing | Requires 38 Medical research points. | Available until the Imperial Age. |
| customizable renaissance clothing | 6 | woolcloth | clothing | Requires 59 Medical research points. | Available until the Imperial Age. |
| baggy renaissance clothing | 6 | woolcloth | clothing | Requires 59 Medical research points. | Available until the Imperial Age. |
| pontifical renaissance clothing | 6 | woolcloth | clothing | Requires 59 Medical research points. | Available until the Imperial Age. |
| custom colonial outfit | 4 | woolcloth | clothing | Requires 70 Medical research points. | Available until the Modern Age. |
| custom short colonial outfit | 4 | woolcloth | clothing | Requires 70 Medical research points. | Available until the Modern Age. |
| merchant outfit | 5 | woolcloth | clothing | Requires 75 Medical research points. | Available until the Modern Age. |
| pilgrim uniform | 4 | woolcloth | clothing | Requires 80 Medical research points. | Available until the Industrial Age. |
| lederhosen | 4 | woolcloth | clothing | Requires 80 Medical research points. | Available until the Modern Age. |
| custom victorian uniform | 3 | woolcloth | clothing | Requires 98 Medical research points. | Available until the Modern Age. |
| waistcoat | 5 | woolcloth | clothing | Requires 105 Medical research points. | Available until the Modern Age. |
| custom modern outfit | 4 | woolcloth | clothing | Requires 120 Medical research points. | Available until the Modern Age. |
| custom baggy modern outfit | 4 | woolcloth | clothing | Requires 120 Medical research points. | Available until the Modern Age. |
| custom short modern outfit | 4 | woolcloth | clothing | Requires 120 Medical research points. | Available until the Modern Age. |
| custom short colonial outfit | 4 | woolcloth | clothing | Requires 70 Medical research points. | Available until the Modern Age. |
| motorist outfit | 4 | woolcloth | clothing | Requires 180 Medical research points. | Available until the Modern Age. |
| punk outfit | 3 | woolcloth | clothing | Requires 180 Medical research points. | Available until the Modern Age. |
| nun dress | 4 | woolcloth | feminine clothing | Requires 38 Medical research points. | Available until the Modern Age. |
| plain black dress | 4 | woolcloth | feminine clothing | Requires 38 Medical research points. | Available until the 2nd World War. |
| customizable dress | 4 | woolcloth | feminine clothing | Requires 38 Medical research points. | Available until the Modern Age. |
| customizable buttoned dress | 4 | woolcloth | feminine clothing | Requires 38 Medical research points. | Available until the Modern Age. |
| short black dress | 4 | woolcloth | feminine clothing | Requires 98 Medical research points. | Available until the 2nd World War. |
| proper black dress | 4 | woolcloth | feminine clothing | Requires 105 Medical research points. | Available until the Modern Age. |
| steppe shaman wool coat | 6 | woolcloth | jackets & vests | Requires 33 Medical research points. | Available until the Imperial Age. |
| black jacket | 6 | woolcloth | jackets & vests | Requires 57 Medical research points. | Available until the Imperial Age. |
| fancy brown jacket | 10 | woolcloth | jackets & vests | Requires 57 Medical research points. | Available until the Imperial Age. |
| fancy red jacket | 10 | woolcloth | jackets & vests | Requires 57 Medical research points. | Available until the Imperial Age. |
| blue vest | 4 | woolcloth | jackets & vests | Requires 57 Medical research points. | Available until the Modern Age. |
| black vest | 4 | woolcloth | jackets & vests | Requires 57 Medical research points. | Available until the Modern Age. |
| olive vest | 4 | woolcloth | jackets & vests | Requires 89 Medical research points. | Available until the Modern Age. |
| brown winter coat | 10 | woolcloth | jackets & vests | Requires 89 Medical research points. | Available until the Modern Age. |
| grey winter coat | 10 | woolcloth | jackets & vests | Requires 89 Medical research points. | Available until the Modern Age. |
| victorian peacoat | 7 | woolcloth | jackets & vests | Requires 105 Medical research points. | Available until the Modern Age. |
| brown bomber's jacket | 4 | woolcloth | jackets & vests | Requires 109 Medical research points. | Available until the Modern Age. |
| black bomber's jacket | 4 | woolcloth | jackets & vests | Requires 109 Medical research points. | Available until the Modern Age. |
| service jacket | 3 | woolcloth | jackets & vests | Requires 109 Medical research points. | Available until the Modern Age. |
| modern coat | 4 | woolcloth | jackets & vests | Requires 109 Medical research points. | Available until the Modern Age. |
| charcoal suit | 15 | woolcloth | jackets & vests | Requires 112 Medical research points. | Available until the Modern Age. |
| black suit | 15 | woolcloth | jackets & vests | Requires 112 Medical research points. | Available until the Modern Age. |
| dark black suit | 15 | woolcloth | jackets & vests | Requires 112 Medical research points. | Available until the Modern Age. |
| burgundy suit | 15 | woolcloth | jackets & vests | Requires 112 Medical research points. | Available until the Modern Age. |
| checkered suit | 15 | woolcloth | jackets & vests | Requires 112 Medical research points. | Available until the Modern Age. |
| navy suit | 15 | woolcloth | jackets & vests | Requires 112 Medical research points. | Available until the Modern Age. |
| grey parka | 8 | woolcloth | jackets & vests | Requires 112 Medical research points. | Available until the Modern Age. |
| motorist jacket | 6 | woolcloth | jackets & vests | Requires 180 Industrial research points. | Available until the Modern Age. |
| customizable armband | 1 | woolcloth | accessories | Available from the start. | Available until the Modern Age. |
| customizable sash | 1 | woolcloth | accessories | Available from the start. | Available until the Modern Age. |
| customizable cape | 2 | woolcloth | accessories | Available from the start. | Available until the Imperial Age. |
| customizable tabard | 2 | woolcloth | accessories | Available from the start. | Available until the Imperial Age. |
| customizable apron | 2 | woolcloth | accessories | Available from the start. | Available until the Modern Age. |
| customizable priest band | 1.5 | woolcloth | accessories | Requires 28 Medical research points. | Available until the Modern Age. |
| customizable scarf | 2 | woolcloth | accessories | Requires 70 Medical research points. | Available until the Modern Age. |
| neck ruffle | 2 | woolcloth | accessories | Requires 70 Medical research points. | Available until the Imperial Age. |
| customizable tie | 2 | woolcloth | accessories | Requires 95 Medical research points. | Available until the Modern Age. |
| customizable bowtie | 2 | woolcloth | accessories | Requires 95 Medical research points. | Available until the Modern Age. |
| white bedsheet | 2 | woolcloth | bedsheets | Requires 28 Medical research points. | Available until the Modern Age. |
| medical bedsheet | 2 | woolcloth | bedsheets | Requires 28 Medical research points. | Available until the Modern Age. |
| brown bedsheet | 2 | woolcloth | bedsheets | Requires 28 Medical research points. | Available until the Modern Age. |
| blue bedsheet | 2 | woolcloth | bedsheets | Requires 28 Medical research points. | Available until the Modern Age. |
| yellow bedsheet | 2 | woolcloth | bedsheets | Requires 28 Medical research points. | Available until the Modern Age. |
| red bedsheet | 2 | woolcloth | bedsheets | Requires 28 Medical research points. | Available until the Modern Age. |
Games
Other Games
Below is a list of several games that have similar mechanics, settings
or that inspired us to create Civ13.
Rimworld - Similiar in the survival aspect of Nomads, you control a
group of people starting from nothing in a planet.
Dwarf Fortress - A very complex roguelike. Features a lot of
building.
Cataclysm DDA - A post-apocalyptic survival roguelike, with a
complex crafting system.
Civilization series - Lends us the name, a 4X focused on expanding
your civilization.
SS13 - The base code for this game.
Unreal World - A survival game set in the stone age.
Empire Earth - A RTS that is set in 15 different ages, from the
prehistory to the future.
Gladiators
A free for all gamemode centered in the roman colleseum, you arrive as a gladiator from a region of the great empire of rome.
You fight for the emperor, the emperor is guarded by his praetorians.
Governor
Governor
You're the Governor and respective leader of the Colony. The way you
lead depends on you. Usually you should try to be nice to the people and
gain their support, since it means they aren't going to want to murder
you. Try to keep a steady flow of goods coming and an out via yourself
or the merchants. It's best to write some laws so your guards know what
to enforce.
Steps
These are some basic steps of what to do after you spawn in.
- Create a paper of laws and put it on the notice board.
- Announce said paper and inform people to read it, make sure copies
were made since some unga is gonna take that paper and crumple it.
- Make sure all the guards are enforcing said laws.
- Start some building projects, specifically a store or medical
clinic.
Some laws you can make
- You must have a permit stamped and signed by the governor to own a
firearm
- Theft is punishable by death
- Breaking and entering will be punished by death
- You must have a permit signed and stamped by either the governor or
the head architect to build a structure.
- You cannot harm a native or foreigner without permission from the
governor unless it is in self defense
- Disrespect to the guards or governor is punishable by death
These are just some laws you can enforce that should create a more
stable less chaotic colony.
Exporting and Importing
Importing
With silver/reales in your hand, you can click on the supply orders book
and put the money in. This will make it so you can click on it again
with an empty hand and it will open a list. This list contains crates
and supplies you can order. Click on the option you want and the
purchased item, crate, or mob should arrive soon by dock or shipping
area. After the option is selected it will subtract the cost directly
from the money you put in, if you haven't enough, it doesn't work.
Either way it will eject your money and you can retrieve the remaining
coins. Then just wait for it to arrive.
Exporting
Exporting is different. You simply hold the item you want to export, and
click on the exporting table. Then click yes and it will sell this to
the world and be consumed. Money is ejected in return. This doesn't work
for all items.
Guide to Slang
Table of contents
1. Guide to Slang
2. Epochs
1. 313 BC
2. 1013 AD
3. 1713 AD
4. 1873 AD
5. 1896 AD
6. 1940's AD
7. 1969 AD
8. 1984 AD
Guide to Slang
Throughout history slang has evolved and changed with the rise and fall of nations, city states and civlisations. The below section is an addendum to help further embellish your roleplaying at different epochs.
Epochs
Epochs are used to describe an event that begins a new period or development. An example would be the victorian era.
313 BC
Historical Events within living memory:
Click to expand!
- War between Rome and Tibur 361–354 BC.
- First Samnite War 343 to 341 BC.
- The Latin War 340 to 338 BC.
- King Philip II of Macedon is assasinated in 336 BC.
- Alexander III of Macedon assumed the throne of Macedon 336 BC.
- King of kings of the Achaemenid Empire, Darius III dies 330 BC.
- King Alexander III of Macedon dies in the city of Babylon 323 BC.
- Second Samnite War 326 to 304 BC (Ongoing).
|
1013 AD
Period Slang:
Click to expand!
| Acre |
The area of land that can be ploughed by one ox team in a day. |
| Amercement |
Financial penalty imposed by the King or his justices for various minor offences. |
| Apostate |
Used to describe one who left religious orders, or who returned to a heresy having once renounced it. |
| Bailiff |
Lord’s overseer or steward. |
| Bailiwick |
Bailiff’s area of authority. |
| Baron |
vassals who held land directly from the crown and served as a member of the King’s great council. This isn’t a title so much as a description. All Barons would be called Lord or something grander; not all Lords would be a Baron. |
| Borough |
Town with the right of self governmenance granted by royal charter. |
| Chancellor |
The monarch’s secretary or notary, managing the Chancery, filled with clerks who produced writs and written instructions and records. |
| Constable |
The title of an officer given command in an army or an important garrison. High Constable was the officer who commanded in the King’s absence and commanded the kings army. |
| Estovers |
The right to gather wood. |
| Exchequer |
Financial department of the royal government. The chief officers of the Exchequer were the Treasurer, the Chancellor and the Justiciar. |
| Fealty |
Oath by which a vassal swore loyalty to his lord. |
| Justiciar |
Head of the royal judicial system and the King’s viceroy during his absence from the country. |
| Sergeant |
Servant who accompanied his lord to battle, or a horseman of lower status used as light cavalry. Also meant a type of non knightly “tenure in service” owed to a lord. Such persons might carry the lord’s banner, serve in the wine cellar, make bows/arrows or any of a dozen other occupations. |
| Steward |
Man responsible for running the day to day affairs of the manor or castle in absence of the lord. |
| Tithe |
One tenth of a person’s produce and income, due as a tax to support the church. |
Historical Events within living memory:
Click to expand!
- In Rouen, Pope John XV ratifies the first Truce of God, between Æthelred II of England and Richard I of Normandy 991 AD.
- The city of Babylon is abandoned 1000 AD.
- Norsemen, led by Leif Eriksson, establish short-lived settlements in and around Vinland in North America 1001 AD.
- Sweyn Forkbeard takes control of the Danelaw and is proclaimed king of England in London 1013 AD.
- Byzantine conquest of Bulgaria 970 AD to 1018 AD (ongoing).
|
1713 AD
Period Slang:
Click to expand!
| Admiral of the Narrow Seas |
A drunk who vomits into a neighbor's lap. |
| Avast! |
Stop! |
| Bailed man |
A man who has bribed the press gang for immunity. |
| Cast up one's accounts |
To vomit. |
| Blashy |
Rainy weather. |
| Break-teeth words |
Words hard to pronounce. |
| Caper |
To be hanged. |
| Going to Jerusalem |
To be drunk. |
| Gone to the Diet of Worms |
To be dead and buried. |
| Irish apricot |
A potato. |
| Paddy-whack |
An Irishman. |
| Rum gagger |
One who tells false sea stories of hardship. |
| Study the history of the four kings |
To play cards. |
| To go up a ladder to bed |
To be hanged. |
Historical Events within living memory:
Click to expand!
- The Restoration of the Stuart monarchy, King Charles II returns frome exile 1660 AD.
- The Second Anglo-Dutch War 1665 to 1667 AD.
- The Great Fire of London 1666 AD.
- Russo-Turkish War 1676 to 1681 AD.
- The Nine Years' War 1688 to 1697 AD.
- The Great Northern War 1700 to 1721 AD (ongoing).
- Kingdom of Prussia declared under King Frederick I 1701 AD.
- The Act of Union is passed, merging the Scottish and English Parliaments, thus establishing the Kingdom of Great Britain 1707 AD.
- The War of the Spanish Succession 1701 to 1714 AD (ongoing).
|
1873 AD
Period Slang:
Click to expand!
| Bags o’ Mystery |
Sausages. |
| Bow wow mutton |
A naval term referring to meat so bad “it might be dog flesh.”. |
| Bricky |
Brave or fearless. |
| Church-bell |
A talkative woman. |
| Damfino |
Contraction of “damned if I know.” |
| Mad as Hops |
Excitable. |
| Mind the Grease |
Excuse me. |
| Mutton Shunter |
Policeman. |
| Shoot into the brown |
To fail. |
Historical Events within living memory:
Click to expand!
- The Texas Revolution 1835 to 1836 AD.
- The Taiping Rebellion 1850 to 1864 AD.
- The American Civil War 1861 to 1865 AD.
- The Meiji Restoration (明治維新) 1868 AD.
- The Boshin War (戊辰戦争) 1868 to 1869 AD.
- The United States purchases Alaska from Russia 1867 AD.
- The Franco-Prussian War 1870 to 1871.
|
1896 AD
Period Slang:
Click to expand!
| Corker |
Something excellent, outstanding. |
| Jiggery-pokery |
Deceitful trickery. |
| Juice |
Electricity. |
| Lunkhead |
A stupid or foolish person. |
| Live wire |
An exciting, energetic person. |
| Port-sider |
A left-hander. |
| Tube |
The telephone. |
| Up the river |
In prison or jail. |
| Simoleon |
A dollar. |
Historical Events within living memory:
Click to expand!
- Anglo-Zulu War 1879 AD.
- The First Boer War 1880 to 1881 AD.
- The Anglo-Egyptian War 1882 AD.
- The First Sino-Japanese War (甲午戰爭 | 日清戦争) 1894 to 1895 AD.
- The First Italo–Ethiopian War 1895 to 1896 AD.
|
1940's AD
Period Slang:
Click to expand!
| Ace |
A person with a high level of expertise. |
| Cold fish |
A boring person; someone who isn’t very responsive. |
| Dame |
A woman. |
| Cockeyed |
Crazy, impossible, stupid. |
| Gobbledygook |
Talking nonsense. |
| Greenbacks |
Paper Money. |
| Shuteye |
Sleep. |
| Swigger |
A person who drinks alcohol. |
Historical Events within living memory:
Click to expand!
- The Xinhai Revolution 1911 to 1912 AD.
- The United States Occupation of Nicaragua 1912 to 1933 AD.
- The Panama Canal Opens 1914 AD.
- The First World War 1914 to 1918 AD.
- The German Revolution 1918 to 1919 AD.
- The Mukden Incident 1931 AD.
- The Japanese Invasion of Manchuria 1931 to 1932 AD.
- The Second Sino-Japanese War 1937 to 1945 AD.
- The Second World War 1939 to 1945 AD.
|
1969 AD
Period Slang:
Click to expand!
| A gas |
Having a fun time. |
| Bug out |
To leave. |
| Flower power |
The peaceful protest movement of the '60s counterculture. |
| Freedom riders |
Civil rights protesters. |
| Gimme some skin |
To ask someone to slap or shake your hand in agreement. |
| Hawk |
A supporter of war. |
| Twitchin' |
Great or awesome. |
| Way out |
Something beyond explanation. |
Historical Events within living memory:
Click to expand!
- The Gulf of Tonkin Incident 1964 AD.
- The Rhodesian Bush War 1964 to 1979 AD (ongoing).
- The Cultural Revolution (文化大革命) 1966 to 1976 AD (ongoing).
- The Six-Day War 1967 AD.
- The Tet Offensive 1968 AD.
|
1984 AD
Period Slang:
Click to expand!
| Bitchin |
Something Great. |
| Crib |
Home. |
| Dufus |
A polite way of saying someone is an idiot. |
| Fly |
Cool. |
| Gag me with a spoon |
Something that is gross or obnoxious. |
| Hellacious |
Can be used in a positive or negative way. Surprisingly good or unbearably bad. |
| Later Days and Better Lays |
A phrase used to say goodbye and good luck. |
Historical Events within living memory:
Click to expand!
- The Rhodesian Bush War 1964 to 1979 AD.
- The Iranian Revolution 1978 to 1979 AD.
- The Second Oil Crisis 1979 AD.
- WHO announces the eradication of smallpox 1980 AD.
- The Falklands War 1982 AD.
- United States invasion of Grenada 1983 AD.
|
Guide_to_Character
Guide to Character
"Know thyself."
The Delphic maxim
~~What is a 2D spessman civilizer, if not a bunch of pixels with loads of code behind it dictating the way it runs around, builds and crafts stuff, and whacks other civilizers?~~
What is a human being, if not a sum of their physical abilities and mental faculties? The knowledge of one's strengths and weaknesses, the awareness of the workings of the body and the psyche pave the road to the ultimate ideal - steamrolling whatever the world throws at you.
Character tab
Go the Character tab on the right panel. There you will see various info about your character, including:
- stamina level;
- civilization and religion to which you belong, if any;
- current epoch;
- skill levels (stats).
Skills
The "standard" maximum level of a skill is 2.5, but it may be higher with the excellent mood bonus and additional trait bonuses (for instance, excellent mood and the Gigantism trait provide strength of 4.3125). On the contrary, bad mood decreases skill levels (for instance, with the horrible mood 2.5 becomes 2.0).
Skills are trained by various activities and by reading scientific literature on respective subjects (skill books - slates, scrolls and books, depending on the epoch). The literature written by a character with a higher skill level grants a larger skill boost to the reader. You can only read literature written by others, not by yourself!
P.S. 20 is a lie, it is 2.0
| Skill | Affects | Trained by |
| :----------- | ------------------------------------------------------------ | ------------------------------------------------------------ |
| Strength | - Melee damage
- Mining and woodcutting speed | - Mining
- Woodcutting
- Melee fights |
| Crafting | - Ability to craft certain items
- Ability to use certain workbenches
- Ability to create firearm blueprints
- Crafting speed
- Quality of produced weapons | - Crafting anything |
| Rifle | - Chance to hit a target with a rifle | - Shooting targets with a rifle (not necessarily practice ones) |
| Dexterity | - Chance to dodge a melee attack
- Increases movement speed | - Dodging melee attacks (see Combat section)
- Melee fights |
| Swords | - Damage when fighting with a sword | - Practicing sword fights with people and training dummies |
| Pistol | - Chance to hit a target with a pistol | - Shooting targets with a pistol |
| Bows | - Chance to hit a target with a bow | - Pincushioning targets with arrows |
| Medical | - Extra healing bonus when using healing items
- Ability to perform surgeries at all, success chance during a surgery step | - Performing surgeries on people (not necessarily living) |
| Philosophy | - Ability to found a religion
- Ability to write language books | - Writing and reading scientific literature |
| Machine gun | - Chance to hit a target with a machine gun | - Pumping targets full of lead |
| Farming | - Ability to check plants' water level
- Ploughing speed | - Planting seeds
- Ploughing fields |
| Throwing | - Chance to hit a target with throwing weapons | - Throw weapons designed for throwing |
Traits
You can select traits on the character setup screen before spawning. Positive (advantageous) traits have to be balanced with negative (disadvantageous) traits. Selecting a trait gives the description of its effects.
Languages
There may be more than one ethnicity on a given map, and each ethnicity speaks its own language. On some maps you can choose who you spawn as, which, basically, equals to choosing a starting language. On others spawning is random. Furthermore, on some maps you can choose two languages at the start, a "primary" (also determines ethnicity) and a "secondary" one.
You can learn a new language by listening to it being spoken by others (first option, takes about 20-30 minutes of continuous listening in total; learning progress is saved). Some languages, for example, German and Dutch, have a degree of mutual similarity, so that a speaker of one language have some initial grasp of the other and can learn it faster.
As you learn a new language, your will start understanding more and more of it.
Another option is reading a suitable language book. You can write one if you know at least two languages and have 1.35 of the philosophy skill.
The IC tab has the following commands regarding languages: Check Default Language, Check Known Languages and Set Default Language.
Combat
You can alter your combat behaviour with the following options:

from left to right, tactics, mode and secondary attack.
Tactics
Aim - increases accuracy by 10%
Charge - increases melee damage by 10%
Defend - increases the chance to parry or dodge by 20%
Rush - reduces the melee weapon cooldown by 15%
Click the icon to switch or use the N hotkey in the hotkeys mode.
Mode
Dodge - focuses on dodging melee attacks rather than parrying. Good when you have a small weapon or fight without a shield. Influenced by the dexterity skill.
Parry - focuses on parrying melee attacks rather than dodging. Works better when you use a shield or a larger weapon.
Secondary attack
Bite - when there are no other options.
Kick - when the enemy thinks handcuffing you is enough.
Jump - when the enemy thinks you are cornered (maximum jumping distance is 2 tiles).
These are tied to the middle mouse button. Could be switched with the U hotkey in the hotkeys mode.
Pulling punches
Allows sparring without beating each other to a bloody pulp. On the IC tab, click "Pulling punches" - now you will not harm an opponent when attacking them unarmed. Click again to stop pulling punches.
Guide_to_Chemistry
Guide to Chemistry
Here you can find all the possible chemical reactions.
To look for specific recipes, use the "Find in page" command - Ctrl-F.
Exported on 7 December 2021.
Chemical Reactions List
| Result | Ingredients | Catalysts | Inhibitors | Produced Amount | ID |
| ----------------------- | ------------------------------------------------------- | ------------ | ------------- | --------------- | ------------------------ |
| Penicillin | 10u. enzyme 1u. acetone | none | none | 5 | penicillin |
| Tramadol | 1u. opium 1u. ethanol 1u. acetone | none | none | 3 | tramadol |
| Paracetamol | 1u. tramadol 1u. sugar 1u. water | none | none | 3 | paracetamol |
| Oxycodone | 1u. ethanol 1u. tramadol | 5u. tungsten | none | 1 | oxycodone |
| Adrenaline | 1u. acetone 1u. sugar 1u. diethylamine 1u. potassium_chloride | none | none | 5 | adrenaline |
| Soporific | 1u. chloralhydrate 4u. sugar | none | u. phosphorus | 5 | stoxin |
| Chloral Hydrate | 1u. ethanol 3u. hclacid 1u. water | none | none | 1 | chloralhydrate |
| Potassium Chloride | 1u. sodiumchloride 1u. potassium | none | none | 2 | potassium_chloride |
| Potassium Chlorophoride | 1u. potassium_chloride 1u. tungsten 1u. chloralhydrate | none | none | 4 | potassium_chlorophoride |
| Diethylamine | 1u. ammonia 1u. ethanol | none | none | 2 | diethylamine |
| Foaming Agent | 1u. lithium 1u. hydrazine | none | none | 1 | foaming_agent |
| Hydrochloric Acid | 1u. hydrogen_chloride 5u. water | none | none | 5 | hclacid |
| Potassium Iodide | 1u. potassium 1u. iodine | none | none | 1 | potassium_iodide |
| Ammonia | 1u. nitrogen 3u. hydrogen | none | none | 1 | ammonia |
| Acetone | 1u. carbon 2u. ethanol | none | none | 1 | acetone |
| Table Salt | 1u. sodium 1u. chlorine | none | none | 1 | sodiumchloride |
| Hydrogen Chloride | 1u. hydrogen 1u. chlorine | none | none | 1 | hydrogen_chloride |
| Hydrogen Peroxide | 1u. chlorine 1u. water 1u. oxygen | none | none | 3 | hydrogen_peroxide |
| Water | 1u. oxygen 1u. hydrogen | none | none | 1 | water |
| Cider | 10u. applejuice | 5u. enzyme | none | 10 | cider |
| Glycerol | 3u. cornoil 1u. sacid | none | none | 3 | glycerol |
| Glycerol | 3u. cornoil 1u. hclacid | none | none | 3 | glycerol |
| Sodium Chloride | 1u. sodium 1u. hclacid | none | none | 2 | sodiumchloride |
| Aspirin | 5u. carbon 4u. water 2u. oxygen | none | none | 5 | aspirin |
| Calcium carbonate | 1u. carbon 1u. calcium 3u. oxygen | none | none | 2 | calcium carbonate |
| Carbon dioxyde | 1u. carbon 2u. oxygen | none | none | 2 | carbon_dioxyde |
| Sulphuric acid | 1u. sulfur 1u. oxygen 1u. hydrogen | none | none | 2 | sacid |
| Saline Glucose solution | 1u. sodiumchloride 1u. water 1u. sugar | none | none | 2 | saline_glucose |
| Aqua regia | 1u. nitric_acid 3u. clorhydric_acid | none | none | 2 | aqua_regia |
| Nitric acid | 2u. nitrogen 5u. oxygen 3u. water | none | none | 4 | nitric_acid |
| Clorhydric acid | 1u. hydrogen 1u. chlorine | none | none | 1 | clorhydric_acid |
| Baking soda | 1u. carbon_dioxide 1u. ammonia 2u. sodium_chloride | none | none | 2 | baking_soda |
| Bleach | 1u. sodium_hypochlorite 9u. water | none | none | 10 | bleach |
| Sodium hypochlorite | 1u. potassium 1u. oxygen 1u. chlorine | none | none | 2 | sodium_hypochlorite |
| Hydrazine | 1u. ammonia 1u. hydrogen 1u. nitrogen | none | none | 1 | hydrazine |
| Condensed Capsaicin | 2u. capsaicin | 5u. tungsten | none | 1 | condensedcapsaicin |
| Methylphenidate | 1u. mindbreaker 1u. hydrazine | none | none | 3 | methylphenidate |
| Citalopram | 1u. mindbreaker 1u. carbon | none | none | 3 | citalopram |
| Paroxetine | 1u. mindbreaker 1u. acetone | none | none | 3 | paroxetine |
| Lysergic acid diethylamide | 1u. enzyme 1u. diethylamine | none | none | 2 | mindbreaker |
| Explosion | 1u. water 1u. potassium | none | none | 2 | explosion_potassium |
| Nitroglycerin | 1u. glycerol 1u. potassium | none | none | 2 | nitroglycerin |
| Nitrocellulose | 1u. cotton 1u. potassium | none | none | 2 | nitrocellulose |
| Gunpowder | 1u. sulfur 1u. carbon 1u. potassium | none | none | 3 | gunpowder |
| Gunpowder | 1u. sulfur 1u. charcoal 1u. potassium | none | none | 3 | gunpowder |
| Saltpeter | 2u. poo 1u. urine | none | none | 1 | potassium |
| Saltpeter | 2u. fertilizer 1u. urine | none | none | 1 | potassium |
| Napalm | 1u. gasoline 1u. cotton | none | none | 1 | napalm |
| Chemsmoke | 1u. potassium 1u. sugar 1u. phosphorus | none | none | 0.4 | chemsmoke |
| Hexachloroetane | 6u. chlorine 2u. carbon | none | none | 10 | hexachloroetane |
| Chlorine Gas | 5u. chlorine 5u. hydrogen | none | none | 5 | chlorine_gas |
| Mustard Gas | 4u. carbon 8u. hydrogen 2u. chlorine 1u. sulfur | none | none | 10 | mustard_gas |
| White Phosphorus Gas | 5u. phosphorus 5u. hydrogen | none | none | 5 | white_phosphorus_gas |
| Phosgene Gas | 5u. chlorine 2.5u. carbon 2.5u. oxygen | 5u. carbon | none | 5 | phosgene_gas |
| Xylyl Bromide | 6u. carbon 4u. hydrogen 1u. bromine | none | none | 5 | xylyl_bromide |
| Zyklon B | 10u. cyanide 5u. hydrogen | none | none | 5 | zyklon_b |
| Cyanide | 1u. carbon 1u. nitrogen | none | none | 1 | cyanide |
| Gasoline Kevlar | 5u. sacid 5u. gasoline | none | none | 1 | gas_kevlar |
| Diesel Kevlar | 5u. sacid 5u. diesel | none | none | 1 | diesel_kevlar |
| Biodiesel Kevlar | 5u. sacid 5u. biodiesel | none | none | 1 | biodiesel_kevlar |
| | 1u. acetone 1u. carbon 1u. sugar | none | none | 3 | |
| Hot Coco | 5u. water 1u. coco | none | none | 5 | hot_coco |
| Cheesewheel | 40u. milk | 5u. enzyme | none | 1 | cheesewheel |
| Meatball | 5u. protein 5u. flour | none | none | 3 | meatball |
| Dough | 5u. water 10u. flour | none | none | 1 | dough |
| Sweet Dough | 3u. egg 10u. flour 2u. sugar | none | none | 1 | sweet_dough |
| Goldschlager | 10u. vodka 1u. gold | none | none | 10 | goldschlager |
| Patron | 10u. tequilla 1u. silver | none | none | 10 | patron |
| Bilk | 1u. milk 1u. beer | none | none | 2 | bilk |
| Iced Tea | 1u. ice 2u. tea | none | none | 3 | icetea |
| Iced Coffee | 1u. ice 2u. coffee | none | none | 3 | icecoffee |
| Moonshine | 10u. nutriment | 5u. enzyme | none | 5 | moonshine |
| Grenadine Syrup | 10u. berryjuice | 5u. enzyme | none | 10 | grenadine |
| Wine | 10u. grapejuice | 5u. enzyme | none | 10 | wine |
| Melon Liquor | 10u. watermelonjuice | 5u. enzyme | none | 5 | melonliquor |
| Vodka | 10u. potato | 5u. enzyme | none | 5 | vodka |
| Coca Wine | 10u. wine 1u. cocaine | 5u. enzyme | none | 10 | cocawine |
| Sake | 10u. rice | 5u. enzyme | none | 5 | sake |
| Gin and Tonic | 2u. gin 1u. tonic | none | none | 3 | gintonic |
| Classic Martini | 2u. gin 1u. vermouth | none | none | 3 | martini |
| Vodka Martini | 2u. vodka 1u. vermouth | none | none | 3 | vodkamartini |
| White Russian | 2u. blackrussian 1u. cream | none | none | 3 | whiterussian |
| Screwdriver | 2u. vodka 1u. orangejuice | none | none | 3 | screwdrivercocktail |
| Bloody Mary | 2u. vodka 3u. tomatojuice 1u. limejuice | none | none | 6 | bloodymary |
| Tequilla Sunrise | 2u. tequilla 1u. orangejuice | none | none | 3 | tequillasunrise |
| Irish Cream | 2u. whiskey 1u. cream | none | none | 3 | irishcream |
| The Manly Dorf | 1u. beer 2u. ale | none | none | 3 | manlydorf |
| Irish Coffee | 1u. irishcream 1u. coffee | none | none | 2 | irishcoffee |
| Margarita | 2u. tequilla 1u. limejuice | none | none | 3 | margarita |
| Red Mead | 1u. blood 1u. mead | none | none | 2 | red_mead |
| Garum | 1u. sodiumchloride 2u. fish | 5u. enzyme | none | 2 | garum |
| mead | 2u. honey 2u. water | 5u. enzyme | none | 2 | mead |
| Iced Beer | 5u. beer 1u. ice | none | none | 6 | iced_beer |
| Cafe Latte | 1u. coffee 1u. milk | none | none | 2 | cafe_latte |
| Andalusia | 1u. rum 1u. whiskey 1u. lemonjuice | none | none | 3 | andalusia |
| Snow White | 1u. beer 1u. lemon_lime | none | none | 2 | snowwhite |
| Syndicate Bomb | 1u. beer 1u. whiskeycola | none | none | 2 | syndicatebomb |
| Driest Martini | 1u. nothing 1u. gin | none | none | 2 | driestmartini |
| Lemonade | 1u. lemonjuice 1u. sugar 1u. water | none | none | 3 | lemonade |
| Kira Special | 1u. orangejuice 1u. limejuice 1u. sodawater | none | none | 3 | kiraspecial |
| Milkshake | 1u. cream 2u. ice 2u. milk | none | none | 5 | milkshake |
| Luminol | 2u. hydrogen 2u. carbon 2u. ammonia | none | none | 6 | luminol |
| rum | 3u. sugar 1u. water | 5u. enzyme | none | 1 | rum |
| gin | 3u. sugar 1u. juniper_juice | 5u. enzyme | none | 1 | gin |
| beer | 2u. barleyflour 2u. water 1u. hops | 5u. enzyme | none | 2 | beer |
| mezcal | 5u. agave 2u. water | 5u. enzyme | none | 2 | mezcal |
| wheat beer | 2u. flour 2u. water | 5u. enzyme | none | 2 | wheatbeer |
| ale | 2u. barleyflour 2u. water | 5u. enzyme | none | 2 | ale |
| Lard Soap | 20u. lard 2u. lye | none | none | 1 | lard_soap |
Guide_to_Communications
Guide to Communications
Towers
Utility pole |
|
Will only work with 2 tiles inbetween each pole. Cannot be diagonal. Be extremely careful building as it cannnot be deconstructed and only destroyed with a catapult or canon/explosives.
Building a good telegraph line:
Click to expand!
- First setup the telegraph in the desired location. Typically the corner of a building.
- Build the utiliy pole adjacent to the telegraph on the otherside of the wall.
- Use spare materials to map out your utility pole line.
- Create the telegraph at the other end.
- Build your new building around it.
- Construct the telegraph lines and make sure to place a telegraph printer next to each of the telegraphs. (Make sure to load paper into it.)
|
Cell Tower |
|
Must be within 30 tiles of another tower to work. Requires power. |
Devices
-
Screaming: the best form of getting help, but its better if your a
woman.
-
Bone horn: blow it to signal a charge or an enemy invasion.
-
Campfire: use cloth/leather sheets on a campfire to cause a smoke signal
with a range of 40 tiles to attract help or friends.
-
Lanterns: lit lanterns can be used for limited communication for certain
situations. (Use a telescope to see them from a far)
-
Messengers: these are men who dedicate their lives to delivering letters
to people who need them in time usually on horseback.
-
Telegraph: to use a telegraph it must be within 2 tiles of a
communications pole, you need a telegraph and a telegraph printer with
paper in it to actually send messages. Doesn't need power
-
Cameras: a simple form of relaying information through photographs,
either for keeping memories of the past or for spying on enemy nations
and war journalism.
-
Stationary phone: must be within 2 tiles from a utility pole in order to
work. (Not working currently)
-
Stationary Radio: requires power and a microphone in order to respond to
calls, it has a set frequency which you can change at any time.
-
Mobile Radio backpack: requires no power and takes up the backpack slot.
-
Mobile phone: must be within 50 tiles of a mobile tower to work. Shift
click the phone in hand in order to see watch your phone number
currently is. Does not require power only a signal.
-
Walkie Talkie: small version of a radio and can be place in a pocket or
coinpouch slot.
Guide_to_Construction
Guide to Construction
It is truly a marvel, that from this dusty dirt under our feet, these
heaps of rugged stones and those chaotically growing trees could spring
such smooth, even walls in all their rectangular glory. A natural
landscape is a wild beast that needs to be reined in, and reined in it
will be!
Construction requires basic knowledge in other areas, such as resource acquirement, which are covered in the Guide to Crafting.
There are a few key elements in the area of construction that you could
combine and rearrange as you see fit to raise buildings, lay roads and
develop infrastructure as a whole that is both functional and pleasing
to the eye. These elements are walls, floors, doors, windows, roofs and
barricades along with fences. There are also somewhat distinct
categories of fortifications and lighting.
To look for specific items, use the “Find in page” command - Ctrl-F.
Construction orientation
Mind that the orientation of some constructions depends on the
direction your character is facing! For example, some walls are built
vertically if you are facing North or South, or horizontally, if you are
facing East or West. Some wall types also have separate corner elements
for better appearance. All of this is marked in the description of a
specific construction. N, S, W, E mean you need to be facing either
North, South, West and East to build a wall the same as the image;
All means the construction will look the same regardless of the
direction.
Some wall tiles change their appearance depending on the neighbouring
walls of the same type, so they connect seamlessly to each other.
These walls are marked as Adaptive.
Construction materials
A few more details about particular materials.
Clay
Clay is obtained from dirt:
-
Dig any dirt tiles with a shovel to get dirt piles.
-
Fill a container (a bucket, a barrel etc.) with water, then click dirt piles with it.
-
10 units of water + 1 dirt pile = 1 clay
Bricks
Most bricks and blocks are made with Clay, except for stone bricks:
Hover the mouse cursor over the icon to see the material cost.
Clay blocks |
Clay bricks |
Cement bricks |
Stone bricks |
Walls
Deconstruction
Any kind of wood walls could be set on fire by hitting them with a
torch. A wall will burn down in a few minutes, destroying the roof tiles
supported by the wall as well (more in the
Roofs section). Remove the grass and the wood floor around the wall if you are going to burn it! Otherwise the fire
will very likely spread from the burning wall.
Another way is simple brute force - hit a wall with melee weapons, and
it will go down sooner or later. Stone walls, the strongest ones, take
around 100 hits to bring down, or fewer if your strength is high and you
apply a weapon with high damage.
Straw
Made with 4 wood logs. Very primitive, but it still provides shelter, if
a flimsy one.
All |
Log
Made with 6 wood logs. A sturdy wall, if slightly crude. Corner is the
same for all directions.
Wood
Made with 10 wood planks attached to a wall frame. Being out of planks, this wall is more refined
than the log one.
Wall frame
Made with 1 wooden plank. Used as a base to build various walls, windows,
doors and doorways, such as medieval and shoji. More details below.
All |
Bamboo wall frame
Made with 1 bamboo. Used as a base to build various walls, windows,
doors and doorways, such as bamboo and oriental. More details below.
All |
Medieval
Made with 6 clay. A timber frame wall that comes in several
designs. To build, construct a wall frame first, then click it with clay and choose a design.
|
| Adaptive |
Shoji
Made with 1 paper sheet. A light paper wall, hailing from Japan. Divider
is meant for the interior of a building (this is important.) To build,
construct a wall frame first, then click it with a paper sheet.
Wall
Divider |
| All |
Bamboo
Made with bamboo: wall - 3 bundles, doorway - 2. Fits in nicely with the
jungle surroundings. To build, construct a bamboo wall frame first, then click
it with bamboo bundles.
Wall
Doorway |
| All |
Oriental
Made with 6 wood logs. To build, construct a bamboo wall frame first, then click it with wood
logs and choose a design.
Regular |
Braced |
Two panelled |
Two panelled braced |
Three panelled |
Three panelled braced |
Doorway |
| All |
Aztec
Made with 8 wood logs. Useful for creating your very own altepetl.
Mayan
Made with 6 stones.
Egyptian
Made with 6 sandstones.
For the archway, directions N and W are also available (icons will be
mirrored accordingly.)
Nordic
Made with 8 wood logs. For all your Långhus and mead hall needs.
Roman
Made with 8 stones. Opus caementicium usque in sempiternum.
Dirt block
A slightly dull, yet fairly useful material. Take a pile of dirt in your
hand and click it, or press Ctrl-Z or Z in the hotkeys mode. This will
start building a wall where you stand. Add 3 more piles to finish.
All |
Snow block
Perfect for igloos. Take a pile of snow in your hand and click it, or
press Ctrl-Z or Z in the hotkeys mode. This will start building a wall
where you stand. Add 3 more piles to finish.
All |
Clay block
One step above the dirt blocks. Take 1 batch of clay blocks in your hand
and click it, or press Ctrl-Z or Z in the hotkeys mode. Select clay
blocks. This will start building a wall where you stand. Add 2 more
batches to finish.
Wall
Doorway |
| All |
Red earth
Made by applying 1 portion of generic stucco (made with 1.5 pieces of
clay) to a clay block wall. Click the wall with the stucco, then select
the design.
The doorway is made by applying generic stucco to a clay block doorway.
Regular
Pillared
Smooth
Doorway |
Sumerian
Stylish architecture, dating thousands of years BC. Take 1 batch of clay
blocks in your hand and click it, or press Ctrl-Z or Z in the hotkeys
mode. Select Sumerian clay. This will start building a wall where you
stand. Add 2 more batches to finish. When finishing, you will be
prompted to choose a wall type, normal or corner, or to make it a
doorway. Corner could be chosen for 4 directions, NW, NE, SW, SE. The
image below is NW.
Sandstone
Made with 8 sandstones.
Smooth |
| All |
Sandstone block
Made with 8 sandstones. For the archway, directions N and W are also
available (icons will be mirrored accordingly.)
Red sandstone block
Made with 8 sandstones. For the archway, directions N and W are also
available (icons will be mirrored accordingly.)
Sandstone fortress
Made with 8 sandstones and 8 stones.
Stone
Made with 8 stones. Use a chisel with a hammer to carve it into
different designs.
Regular
Brick
Cobbled
Tiled |
| All |
Stone block
Made with 8 stones. For the archway, directions N and W are also
available (icons will be mirrored accordingly.)
Grecian
Made by applying 1 portion of Greek stucco (made with 1.5 pieces of
clay) to a stone block wall. Click the wall with the stucco, then select
the design. Each design has a "bordered" option, which has a noticeable
outline. The pattern designs are also available in horizontal
orientation.
The archway is made by applying Greek stucco to a stone block archway.
Smooth |
Cobbled |
Pattern |
Cob. pattern |
Archway |
 |
 |
 |
 |
|
| Bordered |
|
|
|
|
| All |
|
|
|
|
Roman villa
Made by applying 1 portion of Roman stucco (made with 1.5 pieces of
clay) to a stone block wall. Click the wall with the stucco, then select
the design.
Regular |
Pillared |
Relief |
Hoplite rel. |
Aquila rel. |
Gladiator rel. |
Stone brick
Made with 6 stone bricks, which are made from regular stone. For the
archway, directions N and W are also available (icons will be mirrored
accordingly.)
Fortress
Made with 8 stones. One of the strongest walls. For the archway,
directions N and W are also available (icons will be mirrored
accordingly.)
Marble
Made with 8 marble.
Regular |
| All |
Marble block
Made with 8 marble. For the archway,
directions N and W are also available (icons will be mirrored
accordingly.)
Grecian marble
Made with 6 marble. For the archway,
directions N and W are also available (icons will be mirrored
accordingly.)
Clay brick
An advanced construction material. Take 1 batch of clay bricks in your
hand and click it, or press Ctrl-Z or Z in the hotkeys mode. This will
start building a wall where you stand. Add 1 more batch to finish.
Cement
A modern, no-frills, but very strong construction material. Take 1 batch
of cement bricks in your hand and click it, or press Ctrl-Z or Z in the
hotkeys mode. This will start building a wall where you stand. Add 1
more batch to finish.
Roofs
Roofs provide shelter from bad weather, e.g. rains, blizzards and
sandstorms, as well as a nice cool shade.
Roofs are supported by walls, wooden roof supports and stone pillars and
columns. Wooden mine supports do not hold the buildable roof!
Roof support |
Nordic roof support |
Stone pillar |
Concrete pillar |
Ionic column |
Solomonic column |
Thick Solomonic column |
Aztec column |
|
|
The image below shows the roof area supported by either a roof support
(pillars and columns support the same area) or a wall (all walls support
the same area.)

There is a variety of roofs to build from different materials (see below - hover the mouse cursor over a roof builder's icon to see the cost and
the material). Roof icons are adaptive, similarly to some of the walls,
so they change their appearance, depending on the roof in neighbouring
tiles.
To construct a roof, take a respective roof builder and either click
it in your hand, or press Ctrl-Z or Z in the hotkeys mode. A roof tile
will be constructed in the tile in front of you, the one you are facing,
if there is a suitable support nearby.
To deconstruct a roof, click it with the hammer. Either stand
outside the roof, so you can see it, or hold Alt and click the tile with
the roof. An additional "Turf" tab will appear in the upper right corner - click the roof there with the hammer in the active hand.
If roof supports are removed with the roof still present, the roof
will collapse! Collapsing roof may severely injure and even kill those
in the roofed area, or even standing next to it.
| 1 bundle of palm leaves |
 |
Palm leaves roof builder |
 |
Palm leaves roof |
| 1 bundle of leaves |
 |
Thatch roof builder |
 |
Thatch roof |
| 1 wood |
 |
Roof builder |
 |
Wood roof |
| 0.5 clay |  |
Clay roofing |
 |
Clay roof |
| 0.5 clay |
 |
Black clay roofing |
 |
Kerawa roof |
| 1 sandstone |
 |
Sandstone roof builder |
 |
Sandstone roof |
| 1 stone |
 |
Mayan roof builder |
 |
Mayan roof |
| 0.75 clay |  |
Concrete roof builder |
 |
Concrete roof |
Floors
No more sloshing or plodding through the mud and snow! Walk the
civilized way, swiftly and with resonant "top-top" footfalls! Not only
that - floors on the surface prevent digging upwards from the
underground. Floors can be removed with the hammer.
 |
Floor cover |
Made with 2 wood logs. The simplest type of floor, consisting of a few planks fastened together. Could be placed over a trench to make a bridge, or over a hole in the floor or ground to cover it (the latter concerns a couple of the TDM maps.) |
The floors below are essentially identical, save for the appearance,
with a special note being that the wood floor could be set on fire.
Hover the mouse cursor over an image to see the cost and the material.
Bamboo floors
 |
Tatami horizontal |
 |
Tatami vertical |
 |
Tatami dark horizontal |
 |
Tatami dark vertical |
|
Wood floors
Wood |
Fancy wood |
Thatch |
Thatch split |
|
Stone floors
Cobblestone |
Stone brick |
Roman road |
Slate |
Road |
Marble floors
Raw marble and marble tiles (except for ornate and grid tiles) floors
each have a few versions that have a slightly different look, which are
randomly selected upon construction.
 |
Raw marble |
 |
Raw black marble |
 |
Raw pink marble |
 |
Marble |
 |
Marble tiles |
 |
Black marble tiles |
 |
Pink marble tiles |
 |
Ornate marble tile |
 |
Ornate black marble tile |
 |
Decorative marble tile |
 |
Decorative black marble tile |
 |
Decorative pink marble tile |
 |
Marble grid tile |
 |
Marble checkerboard |
 |
Reverse marble checkerboard |
 |
Pink marble checkerboard |
 |
Reverse pink marble checkerboard |
Sandstone floors
 |
Sandstone |
 |
Brick |
 |
Slab |
 |
Red slab |
 |
Tile |
 |
Decorative tile |
 |
Red decorative tile |
Clay floors
Concrete |
Steel floors
Steel
Steel white |
Stairs
At the moment, craftable stairs are purely cosmetic and cannot be used
to travel between different Z levels. Nevertheless, they still could be
used to create an impression of height difference.
Stairs on the images are built while facing S; directions N, W, E are also available. Hover the mouse cursor over the images to see
the cost and the material.
Doors
Hover the mouse cursor over the images to see the cost, the material and
the direction (how it looks when built while facing either N, S, W or E.
"All" means a door always looks the same.)
Only the doors marked as "locked" in the crafting menu could be locked
with a key (the iron and jail doors currently) - more details below.
 |
Primitive fence door |
 |
Picket wood fence door |
 |
Rustic door |
 |
Wood door |
 |
Privacy door |
 |
House door |
 |
Nordic door |
 |
Aztec door |
 |
Shoji door |
 |
Roman door |
 |
Iron door |
 |
Double doors |
 |
Wood jail door |
 |
Steel jail door |
 |
Key and keychain |
Key and keychain are made with iron ingots. Keys are used to lock certain doors, wooden cabinets, crates, lockers and large barrels - click them with the key.
- To construct a lockable door, first make a key.
- Enter the combination for the key, which is, basically, a password.
- Hold the key in the non-active hand, then build a locked door with the iron in the active hand.
- Now the door is tied to the key and could be opened and closed with it.
- You can make more than one key for a door - just make another key with the same combination.
|
Windows
A window frame is built first. To add glass, click the window frame with
3 glass sheets.
Hover the mouse cursor over the images below to see the material cost
and additional details.
 |
Wood |
 |
Medieval |
 |
Shoji |
 |
Bamboo |
 |
Oriental |
 |
Stone |
 |
Full stone |
 |
Villa |
 |
Full villa |
 |
Full red earth |
 |
Sumerian |
 |
Sandstone |
 |
Full sandstone |
 |
Brick |
 |
Full brick |
Fences, barricades and barriers
Fences
The appearance of the primitive wood and picket wood fences is slightly
random and may differ from the icons below.
W,E |
N |
S |
W,E |
N |
S |
W |
E |
N |
S |
| Primitive wood |
Picket wood |
Wood palisade |
W |
E |
N,S |
W,E |
N,S |
| Iron fence |
Chainlink fence |
All |
All |
| Wood jail bars |
Steel jail bars |
Barricades
Dirt and snow - take a pile of respective material in your hand and
click one of the tiles next to the tile you are standing on. This will
start building a barricade at the adjacent tile. Add 3 more piles to
finish it.
Rock - crafted with 3 stone.
Sandbag - make sandbags with
Cloth, then build the barricade like a dirt/snow one.
All barricades could be dismantled by clicking them with an empty
hand.
Barricades provide some protection from ranged attacks when you stand
right next to and behind them.
W |
E |
N |
S |
W |
E |
N |
S |
W |
E |
N |
S |
| Dirt |
Snow |
Rock |
W |
E |
N |
S |
| Sandbag |
Barriers
Barbwire - make barbwire rolls with iron ingots, then build the
barrier with the rolls themselves. Could be cut with the wirecutters.
Jersey barrier - made with 3 stone.
W |
E |
N |
S |
W |
E |
N |
S |
| Barbwire |
Jersey barrier |
Fortifications
Lighting
It is not a proper Civilization until you can see city lights from space!
Electric lights need to be connected to an engine to work. While connecting an electric light to a cable, do not stand on the same tile where the light is. Stand on a neighbouring tile where there is cable on the floor and click the light with the cable coil. This will connect the light to the cable on the floor.
Remember to restart the engine to power newly connected lights to the existing power network.
 |
Street lamp |
Made with 3 steel. No more bumping into your fellow neighbours in the dark street. Can be unsecured with the wrench. |
 |
Light bulb |
Made with 2 glass. Choose small lightbulb frame in the crafting menu to build a fixture along with a bulb. It is built in front of the character, so if you want a lighbulb on a wall, for example, face it beforehand. Can be unsecured with the wrench and deconstructed with a hammer. The lightbulb option on the crafting menu makes only the bulb itself. |
 |
Light tube |
Made with 3 glass. Choose light tube frame in the crafting menu to build a fixture along with a tube. It is built in front of the character, so if you want a light tube on a wall, for example, face it beforehand. Can be unsecured with the wrench and deconstructed with a hammer. The light tube option on the crafting menu makes only the tube itself. |
Guide_to_Cooking
Guide to Cooking
Why cook?
Cooking is useful for making meat and water safe to consume, as well as
increasing the nutrition value of every other non-meat food, like
vegetables and wheat-derived products.
Furthermore, more complex recipes are also even more nutritious and improve mood. Besides, this also presents interesting RP options, such as being vegetarian, perhaps pork-free, et cetera, some of which could be enforced with selectable traits.
What to eat?
Kitchen implements
See the Full Crafting List for more details about crafting the implements from the list.
 |
Knife |
Made with either 4 bone pieces or 1 unit of manifold materials: stone, copper, bronze, iron, steel, tin, even gold, silver and diamonds. A versatile tool that is used to cut various foods. Also has other, non-culinary uses described in the Guide to Crafting. |
 |
Hammer |
Made with 5 wood logs or 3 iron ingots (clawhammer, the bottom one, a modern and quicker variant of the hammer). Beat the crap out of food to rid it of any contaminants (at least sizeable ones)! Required in some culinary processes. Same as knife, has use in other areas - Guide to Crafting. |
 |
Mill |
Made with 4 wood. Used to produce flour and cereals. |
 |
Rolling pin |
Made with 1 wood log (!). An essential element of marriage RP. |
 |
Fermentation jar |
Made with 3 glass. Used to obtain yeast, which is essential to the alcoholic drinks production. |
 |
Cutting board |
Made with 5 wood. Used to form meat and mince it before the invention of the meat grinder. Place meat steaks, dried meat cutlets, and fish, then mince them with a knife. Place mince on the board and use knife again to make meatballs, which you can then press into patties. |
 |
Meat grinder |
Made with 8 iron. Used to mince fish and various meats. More efficient than the cutting board. The minceable items: steaks, cutlets, fish, ham leg, chicken (carcass, thigh, wing, breast). |
    |
Pot |
Clay pot is made with 2 clay (also needs firing in a campfire or an oven), tin pot - 3 tin, small copper pot - 3 copper, large - 5. Used to boil water to make it safe to drink (water from wells does not require boiling, unless the surrounding area is unclean. |
 |
Cooking pot |
Made with 8 iron. Used to cook stew and boil food in general. One of the benefits of this fascinating cooking pot is the fact that its contents will never go stale or decompose, allowing you to store food indefinitely! To boil meat, pasta, vegetables etc. without stewing them, fill the pot with water, add a single item, wait for the message that says "X finishes boiling", then click the pot to remove what you have added. |
 |
Dehydrator |
Made with 5 wood. Used to dry various items, including meat cutlets and fish fillets (slice meat and fish with the knife). |
 |
Salting container |
Made with 6 wood. Used to cure meat and fish with salt. |
 |
Drying rack |
Made with 8 iron. Used to hang certain salted foods to dry (ham, cod, salami etc.) |
 |
Canner |
Made with 7 iron. Used to can food in tin cans. |
Food storage
~~Store in a cool, dry place, away from direct sunlight.~~
Most foods will spoil and decay (read, vanish from existence) if left in the open. Some preserved, as well as canned food are an exception and will last as long the world does (until the end of the round). Scattered food may also attract pests, such as mice.
Finding a formerly bursting-at-the-seams pantry devoid of its delicious contents may very well reduce a hungry soul to tears. Fortunately, there are ways to extend the shelf life of your food stock, which boil down to storing food inside any crate or a fridge.
Check here for the decay times for different unstored foods.
Meat and fish products also rot! It takes half the time of full decay! Meaning, it takes a meat slab 15 minutes to decay, but it will become rotten after 7.5 minutes.
 | To be precise, from 14 minutes 45 seconds to 15 minutes 15 seconds for meat to decay and from 7 minutes 52 seconds to 8 minutes 8 seconds for rotting. |
Learn more about how decay works and about food items at Food Decay Times.
Decay time of products stored in any containers is doubled.
Decay time for the food stored in a fridge is eight time longer!. A fridge must be connected to a power source to work! If fridge not connected, it will still better than a regular container: decay time is tripled.
Campfire, Oven and Wood Stove
Campfires and ovens can be used to roast food and prepare advanced
recipes, as well as to boil water for safe consumption and burn down
any uncookable item into a burned mess (disappears after a while).
You can roast plenty of things: vegetables, meat, fish etc.
- Make a campfire with wood, an oven with iron, or a wood stove with
steel. A campfire can cook two items at a time, whereas an oven can
cook three at a time, and the best being the wood stove which can
cook four items at a time which is the best way to save fuel. Oven and stove also cook much faster.
- Put some fuel inside (wood or coal, for instance).
- Place food or container filled with water to boil.
- Wait for it to finish cooking/boiling.
- Eat!
A more detailed section on campfires and ovens could be found here.
Ingredients
All great dishes require ingredients! Here you will find the
ingredients needed to make your fantastic dishes, uma delicia!
Numbers in the steps description mean there is more than one way to make something ("1" is one way, "2" - another, etc.)
 |
Yeast |
Put either wheat or flour in a fermentation jar and wait for the message about fermentation. |
 |
Salt |
Boil saltwater. |
 |
Flour |
Grind wheat, oat or barley with the mill to get respective kind of flour. Each sack contains 10 units of flour. |
 |
Rice |
Grind rice stalks with the mill. |
 |
Dough |
- Hold a flour sack in the active hand and a container with water in the off-hand. - Click the flour sack. A piece of dough takes 5 u of water and 5 u of flour. |
 |
Flat dough |
Flatten dough with the rolling pin. |
 |
Dough slice |
Slice flat dough with a knife. |
 |
Spaghetti |
Cut dough with a knife. |
 |
Noodles |
Cut spaghetti with a knife. |
 |
Egg |
Get a chicken or a turkey to lay an egg. |
 |
Cheese |
Collect milk in a container and add one piece of yeast. |
 |
Raw potato sticks |
Cut a potato with a knife. |
 |
Fat oil |
Made from animal fat. |
 |
Meat cutlet |
Cut a meat slab with a knife. |
 |
Fish fillet |
Cut a fish with a knife. |
 |
Minced meat |
1. Put meat steaks and fish on the cutting board and mince with a knife. 2. Grind meat and fish with the meat grinder. |
 |
Minced dried meat |
Put dried meat cutlets on the cutting board and mince with a knife. |
 |
Meatball |
1. Add flour to a slab of meat. 2. Form mince on the cutting board with a knife. |
 |
Meat patty |
Put a meatball on the cutting board and press it into a patty with a knife. |
 |
Ham leg |
Butcher a pig. |
 |
Stomach |
Butcher either a cow, a sheep, a goat or a pig. Cow stomach provides more of tripe and sausage casings (the latter starting from the 313 BC epoch). |
 |
Sausage casing |
Cut a stomach with a knife. Filling casings with minced meat makes sausages. |
 |
Tripe |
Cut a stomach with a knife. Tripe is edible raw, but hardly a delicacy. |
 |
Chicken carcass |
Butcher a chicken. Do not roast it whole, it will not work. Cut it into separate parts (below) with a knife. |
 |
Chicken breast |
Cut a chicken carcass with a knife. |
 |
Chicken wing |
Cut a chicken carcass with a knife. |
 |
Chicken drumstick |
Cut a chicken carcass with a knife. |
Recipes
There are many different recipes to be made that can perfect your
culinary art!
Food
Basic
 |
Flatbread |
Roast flat dough. |
 |
Bread |
Roast a ball of dough. |
 |
Bread slice |
Cut bread with a knife (who would have thought?) |
 |
Fries |
Roast raw potato sticks. |
 |
Dried meat cutlets |
Simply take your raw meat cutlets and click on a dehydrator to dry them. In a short time they will come off as dry cutlets. |
 |
Pemmican |
Hold minced dried meat in the active hand and any vessel with at least 5u of fat oil in the off-hand, then click the minced dried meat. |
 |
Dried fish |
Same as above, only hanging fish fillets. |
 |
Boiled lobster |
Boil a lobster in a cooking pot. |
 |
Boiled rice |
Boil rice in a cooking pot. |
 |
Ramen |
Boil noodles in a cooking pot. |
 |
Spaghetti and meatballs |
Boil spaghetti in a cooking pot and add a meatball. |
 |
Stew |
Pour 100 units of water into a cooking pot and add any ingredients (meat, vegetables etc. - except salty ingredients) to the pot to make stew. The more ingredients, the better! Let it simmer for a while, and soon it will turn into hearty stew. Click the cooking pot with bowls to fill them. Filled wooden bowls will go bad (disappear) if not eaten. The advantage of stew is that you get rid of thirst and hunger at the same time, as long as you do not cook it with salty water or dried meat, as those contain salt and will dehydrate you. |
 |
Salted cod |
Put up to 3 codfish in a salting container, add 3 piles of salt and wait 6 minutes. |
Complex
Jamon
Delicious Iberian ham.
 |
Take a ham leg and beat it with a hammer to remove the excess blood. Put up to 3 legs in a salting container. |
 |
Fill the container with 3 piles of salt. Salting takes 6 minutes. |
 |
Hang the salted ham on a drying rack, up to 3 legs on a rack. Drying takes 20 minutes. |
 |
When drying is over, slice dried ham with a knife, 5 slices per leg. |
 |
Enjoy! Pair with some good red wine and Iberian cheeses. |
Salami
 |
Fill 1 sausage casing with 1 minced meat to make a sausage. Put up to 5 sausages in a salting container. |
 |
Fill the container with 3 piles of salt. Salting takes 6 minutes. |
 |
Hang the salted sausages on a drying rack, up to 5 sausages on a rack. Drying takes 2.5 minutes. |
 |
When drying is over, slice salami with a knife, 4 slices per sausage. |
 |
Enjoy! |
Beverages
Tea
- Can be drunk directly from the leaves, placed in a container, or
dissolved into water.
Milk
- Use a bucket or pot on a cow, goat, or sheep.
Olive Oil
- Add olives to a container.
- Can also be used as lamp or engine fuel.
Grape Juice
- Add grapes to a container.
Wine
- Add one piece of yeast to a container with grape juice.
Palm wine
- Make a tribal pot out of glass
- Take a knife and a tribal pot in your hands
- Cut a palm tree with a knife
- Wait for the palm sap to ferment
Beer
- Get a barrel and fill it with 100u of water 1u of yeast and 100 of
flour.
Canning
Canning is a good way to preserve food for later consumption.



- Make tin cans with tin. Large cans hold 10 units, regular - 5, small - 3 units. 1 food item = 1 unit.
- Fill cans with whatever food.
- Seal cans with the canner, entering a brand name and selecting colours for the can's design.
- When the time comes, open sealed cans with a knife, then click them with an empty hand to remove food.
- Used cans could be recycled back into tin with the furnace.
Guide_to_Crafting
Guide to Crafting
"Engineering is the art of directing the great sources of power in nature for the use and convenience of man."
Thomas Tredgold
Have you ever thought of dedicating your life to something meaningful?
Well, you have found the guide to it! Once you familiarize yourself
with these notes on crafting, you will have learned enough to become a
true artisan, a person who is instrumental in lifting your Civilization
from the primitive ways of loincloths, caves and wooden clubs to the
dizzying complexities of electrified cities, wireless communications and
automatic firearms.
Here you will find the basics of how crafting works, along with the
information on resource acquirement, tools, various workbenches,
machinery and vehicles.
Be sure to consult the following pages:
-
Full Crafting List - contains
the list of materials and detailed crafting recipes for most of the
craftable items, save for those that require specific machinery or a
workbench, such as anvil, bakelizer, gunsmithing bench etc.
-
Guide to Farming - includes the
list of the agricultural produce, of which
cotton,
trees, and
hemp are of particular
importance for crafting.
-
Guide to Ranching - includes the
list of animals, many of which provide various materials for
crafting.
-
Guide to Construction - details on constructing walls, floors, doors etc.
-
Guide to Metallurgy - smelting raw metal ores, blacksmithing and metalworking.
-
Miscellaneous Crafting - details on crafting some more or less minor things with a specific manufacturing process.
Quick links:
Basics
- Have some material in your active hand
- Click the material, or press Ctrl-Z or simply Z, if you have toggled
the hotkeys mode on.
This will bring up the crafting menu for a given material - a list of
recipes for the items that can be made with this material at the present
moment. Many recipes require a certain research level, otherwise they
will not be available! Check the Full Crafting List for an item's research requirements. If you belong to a faction, you can see the current
research levels on the Character tab. If you are not a part of a
faction, checking the current epoch on the Status tab will give you a
general idea about the available recipes.
Some recipes also become obsolete over time and, consequently, are
removed from the list in the later epochs.
While most items are made with just one material, some recipes require
having a second material or a specific item in your non-active hand (for
example, crafting a bone shovel needs bones and a wooden handle). In
this case you will get a message if you are missing the required
component.
Skill
Crafting anything increases your crafting skill which is displayed on
the Character tab. Some recipes and workbenches require a certain level
of the crafting skill, the former to craft an item and the latter to use
them. For example, building a well or a wall requires the skill at the
1.1 mark, while using an anvil requires 1.7.
See this table for more info on skill requirements.
Crafting differences between gamemodes
Different gamemodes may limit crafting options in some ways. For
instance, in the Tribes mode, the research level for each race is
locked, and the list of available recipes does not change, thus only
Humans and Orcs can make and use the anvil.
Certain crafting options may also be restricted to certain professions.
For example, in the RP maps like Colony and
Pioneers, only the Blacksmith can use the anvil.
Tools
 |
Stick |
The humble beginnings of a future industrial superpower... First, harvest a branch by clicking a tree on Harm intent. Next, click the branch on Grab intent to remove the leaves, then click it again on Harm intent to clear the twigs. Voila! The first leap on the path of Progress has been made! Now the stick could be sharpened with a sharpened flint or a knife - click the stick with it. A sharpened stick could be used to catch fish (click fish tiles) or ants (click anthills); it could also be used to make a flint axe (see below.) |
 |
Flint |
Could be found among rock piles on the ground - click rocks with an empty hand on Grab intent to look for flint. Next, click rocks with flint to sharpen it. |
 |
Flint hatchet |
Made by attaching a sharpened flint to a sharpened stick. A forefather of more advanced hatchets. |
 |
Knife |
Made with either 4 bone pieces or 1 unit of manifold materials: stone, copper, bronze, iron, steel, tin, even gold, silver and diamonds. Metal knives are made via casting in the knife mold. Used to cut trees, skin animals and stab enemies in a desperate situation. Used to cut wires and cut down curtains as well. The bone knife (the top one) is also a surgical tool in the earliest epochs, but for that refer to Surgery. And check the Guide to Cooking for more culinary uses of the knife. |
 |
Hatchet |
Made with either 2 bone pieces, 2 stones or a cast axehead (copper, bronze, iron or steel), plus a wooden handle. Mainly used to cut down trees for wood or to remove bushes and even rocks on the ground, but sometimes applied against hostile wildlife or malevolent people. Can be used to break fences or walls as well. |
 |
Hammer |
Made with 5 wood logs. Used to deconstruct floors, fences, beds, chairs, tables, braziers, wooden roof supports and many other things - click something with a hammer to see whether it could be deconstructed. Also used to fix and unfix custom signs, paintings and mirrors in place. A clawhammer (the bottom one) is made with 3 iron ingots and functions as a modern and quicker variant of the hammer. Also, do not be surprised if you see your local chef brandishing one. |
 |
Shovel |
Made with either 2 bone pieces or a cast shovel head, plus a wooden handle. Used to dig up dirt, sand and snow, as well as for digging underground entrances (tunnels), irrigation channels, pit latrines and graves. For the last four, hold a shovel in the active hand and click it, or press Ctrl-Z or Z in the hotkeys mode, then choose a respective option. An underground entrance (more like exit, in this case) could also be dug upwards if done underground, unless there is some kind of obstacle on the surface, e.g. a floor cover. |
 |
Chisel |
Made with either 8 stones or 8 iron ingots. Needs a hammer in the non-active hand to use. Used to give a certain design to a stone wall or an underground rock wall (take notice, that you could still mine through the latter despite it looking like a stone wall). To use, click a stone wall with a chisel. |
 |
Wrench |
Made with 5 iron ingots. Used to secure and unsecure movable objects, such as tables, glazed windows, braziers, ovens, furnaces, pianos, catapults and others. |
 |
Pickaxe |
Made with either 2 bone pieces, 2 stones or a cast pickaxe head, plus a wooden handle. Used to mine underground rock walls. The iron pickaxe works quicker. |
 |
Jackhammer |
Made with 24 steel sheets. Used for the same purpose as pickaxes. The fastest mining tool. |
 |
Ore collector |
Made with 5 leather sheets. Used to pick up ore from the ground in a more efficient manner. Have the ore collector in your active hand, stand over the ore on the ground, then click the collector, or press Ctrl-Z or Z in the hotkeys mode. The ore will be put in the collector whose ingenious design allows to exceed the normal stacking limit (50 units per one stack) for its contents. |
 |
Engine maker |
Made with 5 iron ingots. Used to construct engines, except for the steam engine. Have the engine maker in your active hand and a stack of steel sheets in the other hand, then click the engine maker, or press Ctrl-Z or Z in the hotkeys mode. Choose the engine to construct. |
Resources
As you look upon the sunny fields, bordered by a lush green forest, or
upon the scorched desert dunes and steep snow-capped mountains, a warm
feeling comes over you - you cannot help but wonder at the abundance of
so many resources ripe for the taking, processing and exploiting. Ah,
sweet industry!
If there are any recipes associated with a given material, the material
name has a link - click it to see the recipes list in the Full Crafting List. If there is no such
link, it means the material does not have a crafting menu of its own,
but it is still used as a component in some other area of crafting.
Wood
There are two main ways to obtain
Wood for crafting:
-
Cut down trees in the wilderness - preferably, a hatchet should
be used, but a knife works too, although it will take around 15-20
hits to fell a tree. Depending on the tree, the yield is 3-7 wood
logs. However, avoid using knives to cut down palms - it will take
much more effort to cut the trunk of these desert-hardened trees.
Trees will grow back slowly.
-
Cultivate trees on farms
 |
Wood log |
A visual representation of a wood log placed herein to avoid any ambiguities. This is a guide, after all.
Wood is also used to produce lye. Put a stack of wood on the ground (make sure there is no grass on it, or it will start a fire). Click the wood with a lit torch or a flashlight on Harm intent. Scoop the ash (1 ash per 1 wood) with a vessel like a barrel, a bucket, or a cooking pot. Put the ash into a cooking pot and cook it on an oven or a campfire (like boiling water). Every 5u of ash will produce 1u of lye. |
 |
Wood Plank |
A visual representation of a wooden plank.
Planks are used for the majority of more complex wooden items and can be made from a primitive sawmill or made in bulk from more advanced sawmills. |
 |
Leaves |
This is what you get when removing leaves from a branch. Used to make thatch roofing - click the leaves in your active hand, or press Ctrl-Z, or Z in the hotkeys mode. Can be used as fuel for campfires, ovens etc. Edible if you happen to be a gorilla. |
 |
Palm leaves |
Obtained by felling palms. Used to make palm leaves roof. Edible for gorillas as well. |
Animals
Almost every living being out there could contribute to the cause of
Progress. Let's examine this more closely, leaving all the edible bits
to the Guide to Cooking.
 |
Furs and Pelts |
Obtained from various animals (check the Full Crafting List) by skinning the carcass with a knife on Grab intent. Pelts could be made into coats, gloves, footwear and headgear. Fur clothing comes in handy in the colder climates and seasons. Pelts could also be turned into leather on the tanning rack - cut the hair off of the hide with a knife, then place the hide on the rack and wait until it's ready. One extra leather sheet is obtained this way, compared to skinning the carcass directly for leather as described below. |
 |
Wool and Woolcloth |
Obtained by shearing sheep with shears (made from either bronze or iron). Used for many varieties of clothing, mainly as a cloth substitute for the biomes that lack cotton. Use the loom to turn wool piles into Woolcloth. |
 |
Leather |
Used for clothing, military equipment, various bags etc. Obtained from many animals by skinning on Harm intent. Larger animals provide more leather. |
 |
Bone |
Obtained by skinning the animal carcass regardless of the intent. A material for primitive tools and weapons. |
 |
Animal fat |
Obtained by butchering the carcass of certain animals on Harm intent. Fat is dropped by pigs, cows, bison, buffaloes, camels, wolves, bears and mammoths: the larger the animal, the more fat. Animal fat is used to produce lard, which, in turn, is used to produce fat oil.
To make lard, take animal fat and click any vessel like barrels, buckets or cooking pots with it. 1 animal fat = 10u of lard.
To make fat oil, put lard into a cooking pot (a copper one, for instance) and cook it on a campfire or an oven (like boiling water). Every 2u of lard will produce 1u of fat oil.
Fat oil and lard are used in cooking and manufacturing. Fat oil can also be used as fuel for lanterns and the hot bulb engine.
|
Soil
This group includes the kinds of soil that could be used as materials.
First, you need a shovel - click the ground with it to dig. You may need
to remove the grass with a plough first or shovel the snow away (on
permafrost tiles the dirt could never be exposed). Farming fields could
also be dug. There is a limit to how many times you could dig a single
tile.
When you have piles of dirt or snow, you can use them right away to
build barricades and walls. Refer to the
Construction section for more details.
 |
Dirt |
Used to produce Clay and to construct dirt walls and barricades. To produce clay, pour water from a container onto a dirt pile, 10 units of water per pile. |
 |
Sand |
Used to produce Glass sheets via firing in the campfire and ovens. |
 |
Snow |
Not exactly a type of soil, but could be used to construct walls and barricades, similarly to dirt. |
Ores
The riches that have been accumulating for eons, concealed by mass of
rock. Time to hollow out the earth and put them to good use!
Smelting
Metal ores must be processed before crafting, and smelting
them is covered in the Guide to Metallurgy. See that section for the detailed description of smelting and available alloys. Smelting
ores produces ingots, which are a material that could be used for
crafting.
Obsidian is turned into usable material sheets by cutting it with
hammer and chisel - click a stack of obsidian rocks with a chisel while
holding a hammer in the other hand.
Diamonds are simply... cooked until ready in the campfire and ovens (for now).
Additional information
-
Uranium is radioactive! It will slowly irradiate everything in the vicinity if left out in the open.
-
The ore yielded from excavation is random, but there is a different chance for each ore depending on the epoch and biome. Some ores are noticeably rarer than others. Among the rarest ores are diamonds, coal, saltpeter, sulfur and uranium. Lead, mercury and platinum are also somewhat uncommon.
-
Marble can be turned into Stone: 2 marble > 1 stone (use "reclaim stone" in the marble crafting menu).
-
Ores marked with (*) could be found only in the undergrounds of certain biomes:
Mining
|
Safety first! |
Mining is pretty straightforward, save for one nuance:
- Dig an underground entrance (a tunnel) - have a shovel in the active hand and click it, or press Ctrl-Z or Z in the hotkeys mode, then choose the respective option. A tunnel could be removed by filling it with dirt piles.
- Click the entrance to go down.
- Build a mining support! It could be either a wooden mining support or a stone pillar, both work the same.
- Proceed to hack away at the rock.
|
Now about that nuance, which has to do with how supports work. Stay within two tiles of a nearest mining support to avoid a cave-in! Look
at the picture - the lantern on the ground marks the maximum safe
distance at which you can stand and mine everything in your reach. Even
though supports technically hold 3 tiles of the ceiling, if you stand on
a tile and there are 2 tiles between you and the closest support, a
cave-in is likely to happen. Back to the picture - if you so much as stood on the rightmost tile, where there is no support, it could result in a cave-in (it is not guaranteed to happen, but the probability is high.)
There are two kinds of cave-ins, a minor and a major one, and there is
an element of chance as to which cave-in befalls a careless miner. A
minor cave-in is more likely to happen at first - a few rocks would fall
and leave you with a couple of bruises or a bleeding at worst. But the
more you stay at or try to enter the dangerous spot, the higher the risk
of a major cave-in, which will literally bury you under the piles of
rock, trapping you and possibly breaking some bones. And you better have
either wood or stone at hand to make a support, otherwise you are stuck
for good. You could scream, of course - someone just might hear you...
Finally, you do not always have to go underground to mine. The rock
tiles suitable for mining could also be found on the surface, sometimes
covering a large area (they are still named 'underground rock', though.)
Be mindful, that, if you start mining and the ground under the excavated
rock walls appears darkened compared to the outside, it means the darker
area is considered a cave and you need to place supports there to
prevent cave-ins, just like underground.
And do not forget the ore collector!
Petroleum
There is nothing like burning some dead, millons of years old
microorganisms for your own comfort or processing them for shiny
plastics, so let's start drilling!
 |
Oil spring |
A spot where an oil deposit reaches the surface of the earth, allowing the collection of crude oil with any containers that could hold liquids: buckets, barrels etc. Click the oil spring with a container, and you will fill it with 10 units of oil. The oil spring will refill presently. Before the advent of engines and machines, crude oil is mostly used as fuel for lamps and lanterns, or as a handy tool by scheming poisoners in royal courts. Yes, drinking oil is bad for health. Very bad. |
 |
Oil well |
Now we are talking! With this wonderful contraption, the scope of the oil industry could become truly fascinating. Made with 40 wood logs, the oil well will automatically fill any container you put inside it (click the oil well with the container in hand to put it in, click the oil well to remove it.) Needs to be built over an oil spring. |
Additional information
-
Crude oil could be distilled and processed into a number of
petroleum products. See the Machinery
section for more information on the respective equipment. However,
crude oil could be used directly to fuel one of the more primitive
engines - the hot bulb engine.
-
Petroleum as fuel for lamps, lanterns and the hot bulb engine could
be substituted with olive oil.
Campfire and Ovens
The means to harness fire.
Fuel
To keep the flames burning, you need fuel, and for that you can use
either wood, tree branches, mineral coal or charcoal.
 |
Charcoal |
A byproduct of burning, it will appear at your campfires and ovens once in a while and could be used as fuel. |
Pay attention when adding fuel to your fires, so as not to accidentally feed it a whole stack of 50 pieces of coal (unless that is your intent, of course)! Fuel cannot be retrieved! Shift-Click the stack to examine the quantity, then separate the stack by holding it in the non-active hand, pressing Alt and clicking it with the active empty hand.
Here is how long 1 unit of different fuel will last (minutes):
- Wood - 1
- Branches - 1
- Coal - 3
- Charcoal - 0.5
Operating manual
-
Take something that you intend to put in the campfire, oven etc.
(food item, ore, fuel.)
-
Click the campfire, oven etc. with it. Fuel is spent irretrievably,
while everything else is put 'inside' or 'in the fire' and could be
ejected by right-clicking a campfire or an oven and choosing 'Empty'
command. The number of items that could fit inside is termed
'capacity' (see more in the next subsection.) One stack is
considered a single item. Pots do not go inside, they are
'physically' put onto the campfire or the oven itself.
-
Click the campfire, oven etc. again to light the fire. You can also
add more items to be cooked while there is fire.
-
After a while a product will be ready - cooked food, metal ingots,
glass sheets etc. Unless, of course, it was something unsuitable, in
which case it will turn into burned mess which you can only throw
away.
-
Click the campfire, oven etc. to put out the fire, or leave it
burning for light.
Campfire, iron oven and wood stove
Essentially, these three have the same functions - to fire Clay items and to
cook (with an added bonus of keeping you warm in winter chill when you are within 1 tile of them). There are two main differences
between a campfire, an oven and a stove. The first one is their
capacity, i.e. the number of objects they can hold and process
simultaneously. You can think about it as a number of 'production
slots'. The second one is the time it takes to cook something in the
fire - advanced ovens and stoves are much faster at it than the
campfire.
 |
Campfire |
Capacity: 2
Cooking time: 30 seconds
Made with 4 wood logs. The first sparkle of Civilization, the harbinger of metals and pottery, the omen of a fine cuisine, and so on, and so on. |
 |
Iron oven |
Capacity: 3
Cooking time: 5 seconds
Made with 8 iron ingots. A potbelly-like containment for fire. |
 |
Wood stove |
Capacity: 4
Cooking time: 5 seconds
Made with 8 steel sheets. A pinnacle of the fireplace technology (so far...) |
Workbenches and Racks
The appliances used for manufacturing. Some of them require a certain
level of the crafting skill before you are able to use them.
Loom
 |
Loom |
Made with 8 wood logs. Used to weave cotton and retted fabric into Cloth and to turn shorn wool into Woolcloth. |
Tanning rack
 |
Tanning rack |
Made with 8 wood logs. Used to turn animal pelts into leather sheets. Skin the carcass with the knife on Grab intent, cut the hair off of the pelt, then hang it to dry on the rack. One extra leather sheet is obtained this way, compared to skinning the carcass directly for leather. |
Retting trough
 |
Retting trough |
Made with 8 wood logs. Used to soak fiberous plants into retted fabric. Two units of cotton or flax produce one bundle of retted fabric, which could be turned into Cloth at the loom. |
Acidic bath
 |
Acidic bath |
Made with 12 steel sheets. Used to soak raw kevlar into prepared kevlar, which is further formed into kevlar sheets at the loom. Raw kevlar recipe requires mixing sulphuric acid (sulphur, hydrogen, oxygen) and any form of refined fuel (not ground-oil petroleum). |
Gunsmithing bench
 |
Gunsmithing bench |
Skill required: 1.5 + Blueprint
Made with 13 wood logs. Used to assemble custom firearms from separate parts starting from the Early Modern age (1903) and to rechamber guns to a different caliber (click the bench with the gun).
- Take some steel sheets and wood logs and click the bench with them.
- If you have a weapon blueprint, click the bench with it to assemble that weapon.
- If you don't have a blueprint, but have high enough skill (2.5), click the bench with an empty hand while holding 50 gold coins (or equivalent) in the other hand to design a new firearm along with producing a blueprint.
- You will see the list of weapon parts and the amount of materials you have placed. You need to choose a different part at every step. The increase in the material cost, compared to the amount of materials at hand, is displayed after each step. See the tables below for more information on specific parts and their availability in different ages.
- When you have finished choosing the parts, you can select whether you want to use a specific design for the weapon.
- Name the firearm to finish the assembly. The blueprint will also be named the same as the weapon.
|
 |
Blueprint |
Skill required: 2.5 + 50 gold coins (or equivalent)
A weapon blueprint is produced every time you design and assemble a firearm at the gunsmithing bench. A blueprint could be used to assemble the previously designed firearm by someone with the lower skill level. |
Stock
| Type | Available | Pros | Cons | Cost |
| -------------------- | --------- | ------------------------------------------------- | -------------------------------------------------- | -------------- |
| Rifle wooden stock | 1903 | Cheap, stable, accurate | Heavy, slow to equip | 7 wood logs |
| Carbine wooden stock | 1903 | Cheap, good stability | Somewhat heavy, less accurate than the rifle stock | 5 wood logs |
| Pistol grip | 1903 | Cheap | Very low stability | 3 steel sheets |
| Steel stock | 1943 | Cheap, stable, faster to equip than wooden stocks | Somewhat heavy | 5 steel sheets |
| Folding stock | 1979 | Switchable between folded and extended | Less accurate than fixed stocks even if extended | 7 steel sheets |
Receiver
| Type | Available | Pros | Cons | Cost |
| --------------------- | --------- | --------------------------------------------------- | ------------------------------------------------------------------------------------ | --------------- |
| Bolt-action | 1903 | Very cheap and accurate | Slow reloading (needs to open and close after each shot) | 5 steel sheets |
| Revolver | 1903 | Cheap | Reloading slower than semi-automatic pistols; feeding system restricted to revolving | 4 steel sheets |
| Small semi-automatic | 1903 | Somewhat cheap, good for pistols | Small range, not very accurate | 6 steel sheets |
| Pump-action | 1903 | Cheap, reloading faster than bolt-action | Somewhat slow reloading; feeding system restricted to tubular | 5 steel sheets |
| Small open bolt | 1943 | Cheapest fully automatic option | Fully automatic only, limited accuracy | 8 steel sheets |
| Large semi-automatic | 1943 | Decent accuracy | Expensive | 8 steel sheets |
| Large open bolt | 1943 | High rate of fire | Very expensive, inaccurate | 11 steel sheets |
| Dual selective fire | 1979 | Switchable between semi- and fully automatic | Very expensive | 13 steel sheets |
| Triple selective fire | 1979 | Switchable between semi-, burst and fully automatic | Very expensive | 15 steel sheets |
Feeding system
| Type | Available | Pros | Cons | Cost |
| ----------------- | --------- | --------------------------------------------------------- | -------------------------------- | --------------- |
| Internal magazine | 1903 | Cheap, can be clip-fed | Low capacity (5 rounds) | 4 steel sheets |
| Tubular | 1903 | Cheap, higher capacity than internal magazines (8 rounds) | Slow reloading, cannot use clips | 5 steel sheets |
| Revolving | 1903 | Cheap | Very slow reloading | 3 steel sheets |
| External magazine | 1943 | Fast reloading | Somewhat expensive | 8 steel sheets |
| Large magazine | 1943 | Accepts high-capacity drum magazines | Expensive | 10 steel sheets |
| Open (belt-fed) | 1943 | Very high capacity | Inaccurate and unstable | 6 steel sheets |
Barrel
| Type | Available | Pros | Cons | Cost |
| ---------- | --------- | ----------------------------------------------------- | ------------------------------------------ | -------------- |
| Pistol | 1903 | Cheap | Lowest range | 4 steel sheets |
| Carbine | 1903 | Faster to equip than rifle barrels, decent accuracy | Low range | 5 steel sheets |
| Rifle | 1903 | Accurate | Somewhat expensive, somewhat slow to equip | 6 steel sheets |
| Long rifle | 1943 | Most accurate | Slow to equip | 7 steel sheets |
| Air-cooled | 1943 | Required for machine guns to prevent frequent jamming | Expensive | 9 steel sheets |
Projectiles and Gunpowder
These serve to truly extend one's reach.
Arrows
An arrow shaft is made with 1 wood log. Could be launched from a bow, but it is very weak on its own. Make arrowheads via casting in the arrowhead mold and attach them to arrow shafts by clicking. You can set arrows on fire by clicking a lit brazier with them. A vial arrowhead (made out of glass) could be filled with a chemical reagent that will be spilled upon hitting a target.
Arrow shaft
Fire arrow |
|
 |
 |
 |
 |
 |
 |
 |
Stone |
Sandstone |
Copper |
Bronze |
Iron |
Steel |
Vial |
Gunpowder
Gunpowder is produced by mixing mineral coal (carbon, actually), sulphur
and saltpeter, 1 unit of each, in a barrel. This produces 9 units of
gunpowder. There are alternative ways to acquire ingredients, but for
that see the Guide to Chemistry.
Iron projectiles
Musket ball

Blunderbuss ball

Small musket ball

- Make a required type of musket balls with iron ingots. Stand in one place to make them in a single stack.
- Take the stack of projectiles in your active hand, then take a gunpowder container in the non-active hand.
- Click the projectiles to produce a cartridge, 1 unit of gunpowder per 1 cartridge.
Musket cartridge

Blunderbuss cartridge

Pistol cartridge

Pistol casing |
Rifle casing |
Shell casing |
Field cannon casing |
- Make a required type of casings with copper ingots.
- Fill the casings with gunpowder by clicking them with a gunpowder container, 1 unit for pistol casings, 1.5 for rifle and 5 for shell and cannon.
Iron bullet |
- Make iron bullets with iron ingots. Attach the bullets to the casings by clicking them with the bullets. The number of bullets and casings must be the same.
- Finish the assembly by selecting a type of ammunition, for example, the caliber of rifle rounds.
Machinery
The steel embodiment of Progress.
Engines
The mechanisms that extract and convert the energy contained in various
fuels.
Engines could be used dually - as a vehicle engine or as an electric
generator. Every type of engine has several key parameters that remain
constant, but, for practical purposes, only one key parameter could be
taken into account:
- Power per 1 litre (1000 cm3) - the power produced by
a given type of engine per every 1000 cc of its size. This is the
meaning behind the number in an engine's description in the list below. For the game mechanic purposes, the value of the engine power is doubled when an engine is installed on a modular vehicle.
The power affects how many pieces of machinery could be powered by an
engine if used as a generator, or, if used as a vehicle engine, the
maximum weight it could carry.
Engine as a generator
To supply various devices with electricity, the engine has to be connected to them with wires (cables). See the Wiring section for more details.
As a rule of thumb, an engine the size of 1000 cc should be adequate for an average settlement.
Construction
To construct any engine, save for the steam engine (which also does not
need a fuel tank), you will need the engine maker (made with 5 iron
ingots).
-
Have the engine maker in your active hand and a stack of steel
sheets in the other hand.
-
Click the engine maker, or press Ctrl-Z or Z in the hotkeys mode.
-
Choose the engine type. Note that different engines need various
amounts of steel per 1000 cc.
-
Enter the size of the engine to build.
-
Build a fuel tank with steel sheets, take it in hand and connect it
to the engine by clicking. To remove a fuel tank, right-click the
engine and choose the "Remove fuel tank" command.
 |
Iron furnace/Steam engine |
Power: 45 |
Fuel (iron furnace): wood, branches, coal, charcoal, flammable cloth and wooden items |
Available at 95 Industrial research. Made with 15 steel sheets (engine), plus 15 iron ingots (furnace). This engine requires an external combustion source, and that is the function of the iron furnace.
Build both the furnace and the engine, and place them next to each other, in neighbouring tiles. Add fuel to the furnace and click the furnace to light the fire. Now click the steam engine to start it. As long as the furnace has fire burning and remains next to the engine, the engine will keep working. |
 |
Hot bulb engine |
Power: 66 |
Fuel: oil, gasoline, diesel, biodiesel, ethanol, olive oil, fat oil |
|
 |
Diesel engine |
Power: 80 |
Fuel: diesel |
|
 |
Gasoline 4-stroke engine |
Power: 100 |
Fuel: gasoline |
|
Refinery
There are two kinds of refinery - petroleum and biofuel.
 |
Petroleum refinery |
Production rate: every 10 units of raw petroleum => 8 units of gasoline or 7 units of diesel per 1 minute |
Made with 22 steel sheets. Used to distill crude oil into gasoline and diesel. |
 |
Biofuel refinery |
Production rate: every 10 units of olive oil => 7 units of biodiesel; or every 10 units of ethanol => 10 units of refined ethanol |
Made with 18 steel sheets. Used to produce ethanol from alcoholic beverages (the stronger, the more efficient) and biofuel from olive oil. |
Operation
- Construct and wire the refinery.
- Place an empty barrel inside the refinery.
- Fill the refinery with the respective raw substance (maximum volume
is 300 units).
- Right-click the refinery and choose the product via the "Set output"
command.
- Click the refinery to start it.
- Wait till the product is ready. Click the refinery again to shut it
down.
- Right-click the refinery and remove the barrel with the product with
the "Remove barrel" command.
Bakelizer
 |
Bakelizer |
Production rate: every 5 units of raw petroleum => 1 plastic sheet per 1 minute |
Made with 18 steel sheets. Used to produce Plastic from raw petroleum. |
Operation
- Construct and wire the bakelizer.
- Fill the bakelizer with raw petroleum.
- Click the bakelizer to start it.
- Wait till the product is ready. You can examine the bakelizer to
check the current amounts of petroleum and plastics.
- Right-click the bakelizer and remove the produced plastics with the
"Remove plastic" command.
- Click the bakelizer again to shut it down.
Wiring
The wonderful world of wires!
Once you have a roaring power generator, it is time for electricity to
spring forth and animate the silent apparatus, to spread across the
world and become its galvanic soul. Here is the process of laying
electrical cables.
| | | | |
| ------------------------------------------------------------------------------------------ | ------------------------------------------------------------------------------------------ | ------------------------------------------------------------------------------------------ | ------------------------------------------------------------------------------------------ |
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|
|
| 1 | 2 | 3 | 4 |
-
Make some cables with copper, 1 ingot per every 10 meters of
cable (1 m - 1 tile). Stand in one place to make the cable in a
single coil, which could be up to 50 m in length.
-
Lay the cable on the ground by clicking it in your active hand,
pressing Ctrl-Z or Z in the hotkeys mode.
-
The cable is placed horizontally when you are facing West or
East, and vertically, if facing North or South. Cables that cross on
a single tile are automatically connected upon placement.
-
If you are placing cables over some kind of floor, the cables
are automatically placed under the floor tiles and concealed from
view. You can make them visible by right-clicking the floor tile and
selecting the "Under/over covers" command for the cable.
-
You can cut and remove cables with the knife.
-
Connect the machinery (you may need to secure it with the wrench
first, in which case there will be a message). Stand close to it
and click it with the cable - you will see a message. Do not place
cables under the machinery beforehand, it will remain unconnected.
Remember to place another wire at the tile you are standing on.
-
Fire up the generator! Should a new piece of machinery be
connected to the existing network, the generator must be restarted
to power the new element.
Electronic circuits
 |
Electronic circuits |
Electronic circuits (or electronics) are made from copper and iron (requires 2.2 of the crafting skill). Hold copper ingots in the active hand and iron ingots in the off-hand. Click copper ingots and choose "electronic circuits". Electronics are used to assemble various devices, such as phones and radios, cameras, the Geiger counter, and the TV set. |
Vehicles
Motorcycles
It is 1903, eh? You got gas, a refinery, even gas pumps, but no vehicles?
Well, you are in luck, now you will learn you all the inner workings
of creating your very own motorcycle! Just set aside a bunch of steel and follow the steps below.
| | | | | |
| ----------------------------------------- | ----------------------------------------- | ----------------------------------------- | ----------------------------------------- | ----------------------------------------- |
|
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|
|
|
|
| 1 | 2 | 3 | 4 | 5 |
- Build a motorcycle frame with 12 steel sheets ("vehicle parts" category). Choose name and colour for the bike (you may like #5C573D - "#" is
not required).
- Next, you need to build an engine. Make an engine that is 125 cc at most. Only 125 cc or lower can be put into a bike, otherwise
it will not fit. Choose from 2- and 4-stroke engines, all others are too large.
- Now you need to slap whatever engine you made into that sweet sweet
frame of the bike. Simply click the engine icon and drag it onto the bike.
- All that is left then to add is a fuel tank. You can build one with
steel sheets ("fuel tanks" category). You have 3 choices. 75 u bike
tank is the biggest. Build bike tanks, fuel tanks will not fit.
Then take the bike tank and click on the bike to install that
baby.
- Now you have successfully made a motorcycle. What you named it? No one
cares. Who you made it for? No one cares, they will likely steal it
anyway. However, you are the man with the fuel (hopefully)! Hop on and ride!
Motorcycle operation
Bikes have 4 speeds. Stopped (neutral), 1st
gear (moving slowly), 2nd gear (moving faster than the 1st), and 3rd
gear (fastest - you crash on this speed, you are sure to break something).
Mount your bike by click-dragging your icon onto the bike. You can get off by clicking on the bike with the
handle bars in hand (this also shuts off the bike. Two clicks - shut off
the bike, then another on to get off).You turn on/increase speed of the
bike by pressing Z. You can stop/decrease speed by pressing C.
Drive safe out there!
Modular ships
Rafts and outriggers do not befit a true naval power, so when your
nation has its eye on distant shores, it may be just the time to open
shipyards and commission a man-of-war or two.
Shipyard considerations
While selecting a place for shipbuilding, keep in mind the following:
- The maximum size of a ship is 5x5 tiles. Larger ones will not
function properly due to technical reasons.
- A ship has to be of rectangular shape.
- A ship is facing North by default.
- A ship must be built on water tiles, otherwise it won't move.
- The flooded trenches are navigable and could be traversed on a ship.
You can dig a single wide trench next to a body of water and build a
ship inside the trench. You could also dig a trench around the ship
to allow more space for maneuvering.
Shipbuilding
| | | | |
| ---------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------- |
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|
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| 1 | 2 | 3 | 4 |
You can fix the walls and frames and the mast in place with the wrench to avoid pushing them on accident, but it is not necessary.
- Build a wood ship frame with wood logs. The frame on the picture is 5x3 tiles.
-
Click ship frame tiles with wood logs to place walls and windows. Enter the desired thickness for every wall in millimeters.
-
Wall (W) - just a wooden impassable wall. Examples of walls
are in the middle and at the bow of the ship on the picture.
-
Crenelated wall (CW) - a wall with a doorway that could be
used to enter or leave the ship. Examples of crenelated walls
are on the left and right side of the ship on the picture, two
on each side, closer to the bow and the stern.
-
Window (Wi) - just a cosmetic option. On the picture, there
is a single window at the bow and three at the stern.
-
Build a ship rudder control and a ship mast (one is enough for now) with
wood logs. Their location is not important. Make a small sail with 15 lengths of cloth and place it on the mast.
-
Build a ship rudder axis at the top left corner of the ship.
There are two axes, but for now you can always select a regular axis
with 2500 carried weight. Click the axis to finish building the
ship.
 |
- A ship frame could also be built with steel instead of wood in later ages. Ship rudder axis has to be built with wood, though.
- Also in later ages, a motor ship could be built to break free of the tyranny of the wind. Place an engine with a fuel tank on the ship frame instead of a mast.
- A motor ship with an engine is sensitive to the weight it carries, so the engine must produce enough power. An engine the size of 12000-15000 cc should be adequate for almost any ship.
|
Modular tanks
Indispensable political instruments in later ages, perfectly suited for
settling disputes and establishing accord on all fronts.
Tank driving is covered in the Guide to Tanks.
Limitations
-
The maximum size of a tank is 5x5 tiles. Larger ones will not function properly due to technical reasons.
-
A tank has to be of rectangular shape.
-
A tank is facing North by default.
| | | | |
| ------------------------------------------------------------------------------------------ | ------------------------------------------------------------------------------------------ | ---------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------- |
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| 1 | 2 | 3 | 4 |
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| 5 | 6 | 7 | 8 |
Everything inside the tank, except for the tank tracks and the vehicle
axis, could be placed anywhere.
You can fix the walls and frames and the tank cannon in place with the
wrench to avoid pushing them on accident, but it is not necessary.
- Build a steel vehicle frame with steel sheets. The frame on the
picture is 3x4 tiles.
- Click vehicle frame tiles with steel sheets to place walls and
doors. Enter the desired armour thickness in millimeters.
- Armoured Front (AF) - stronger than the regular wall.
- Wall (W) - a steel impassable wall.
- Door (D) - used to enter or exit the vehicle. Could be
locked with a key.
-
Place tank tracks inside the walls and on the frame itself. Face
North to build tracks like those in the front, or South to build
them like those in the back.
-
Construct an engine with a fuel tank.
-
It is important to make an engine of an appropriate size that
produces enough power to carry a tank and its load. A weak
engine will not be able to move the weight of a tank. You can
check engine's maximum power by examining the engine. For
instance, the weight of the tank built here is approximately 650
without any crew or shells. You can check the current weight by
examining the steel frame inside the tank ("floor") once its
construction has been finished.
-
As a rule of thumb, an engine of 8000-10000 cc should be more
than enough for a medium-sized tank.
-
Place the tank cannon (enter the desired caliber) and the seats: D -
driver, C - commander, L - loader, G - gunner.
-
Build a heavy vehicle axis at the top left corner. Click the
axis to select a colour palette and a name for the tank.
-
Admire the interior of the death machine you have created (place a shell rack, the one beside the fuel tank, to keep things organized)...
-
... and the exterior.
Repairs
- Broken tank tracks could be repaired with the welding tool (made with steel.)
Guide_to_Farming
Guide to Farming
Being a grower of crops is an important role. You farm both food and
cash crops. Growing food is vital for a nation to increase in wealth and
power.
Tools
To farm, you will require some basic tools.
|
Knife
|
Used for harvesting crops. Can be made out of Wood, Bone, Copper, Bronze, Iron, Steel, Silver, Gold and Diamond (metal knives are made via casting in the knife molds. |
|
Plough
|
A plough is made out of wood and used to plough fields for farming! Used once on the grass and once on the dirt underneath the grass. You can also plough snowy dirt and flooded plains dirt (found along the jungle rivers). In case of snowy grass, you will have to shovel the snow first. Lastly, there are places where you cannot plough: infertile soil, permafrost etc. You can also make an iron plough out of iron ingots to plough land faster. |
|
Trench shovel
|
A trench shovel is made out of iron ingots and a wooden handle. A trench shovel, as the name suggests, digs trenches. To dig a trench, simply click a dirt tile twice. If you dig a trench next to water tiles, the trench will get flooded, providing crops wtih water and serving as an extra barrier. |
|
Shovel
|
Made with either 2 bone pieces or a cast shovel head, plus a wooden handle. Used to dig irrigation channels that water crops and do not hinder your movement, unlike flooded trenches. TO dig an irrigation channel, hold a shovel in the active hand and click it, or press Ctrl-Z or Z in the hotkeys mode, then choose the respective option. |
|
Seeds
|
Some sort of seeds to plant and grow. You may find seeds simply lying on the ground, but you can also collect them in the wilderness by using any type of knife on bushes and small bushes. |
|
Seed collector
|
Made out of leather. Very useful for picking up seeds during large-scale farming. Have a seed collector in your active hand, stand over the seeds on the ground, then click the collector or press Ctrl-Z, and you will put the seeds in the bag. Just do not misplace it. |
Farming
Just plough a plot of land by yourself or by attaching the plough to a cow or bull for quicker soil disruption, surround said plot of land with trenches with a trench shovel (Cant be walked over easily) or with irrigation channels with a basic shovel (can be walked over easily)
filled with fresh water or plough near a river, put some seeds in the
ground and watch them grow! Well, it is a bit more nuanced.
Watering
Plants need water, some more, others less. Weather conditions and
climate also affect the crops in this regard. Each crop has a maximum
water level when planted.
Normally, the water level decreases at the rate of 15 per minute, and
when it reaches zero, the plants wither away. However, in the hot
climates of the Desert and Semi-Arid biomes, water consumption is 25 per
minute. On top of that, in the event of a heatwave, plants will require
more water than usual - additional 10 per minute.
There are a few ways to provide the crops with water:
-
Plough land within two tiles of fresh water, which is any water,
except for the saltwater. The plants will have all the water they
need without any extra labor.
-
Dig a flooded trench from the nearest fresh water to irrigate remote
fields. For this a trench shovel is required, which becomes
available at the 14 industrial research mark. Dig the first trench
on a lakeshore or on a riverbank, then the second trench next to the
first one and so on. Farming fields should be within two tiles of
the water channel as well. A trench could be removed by filling it with 2 piles of dirt.
-
Dig an irrigation channel from the nearest fresh water, which could be done with any shovel. It functions just like flooded trenches, without the drawback of being a barrier. An irrigation channel could be removed by filling it with 1 pile of dirt.
-
Water the plants manually. Bring the fresh water in buckets and
barrels and splash it on the ploughed field (the ground, not the plant).
-
Pray for the eternal rain. Rain will water the fields (at the rate
of 15 per minute), but may create other inconveniences.
Soil Nutrition
The soil, as in real life, has its level of nutrition. The plants that you plant in the soil will consume its nutrition little by little, until it reaches zero.
If you let the soil rest, without farm plants, it will recover little by little.
At the beginning of each round, every plot of soil will have maximum nutrition.
The maximum soil nutrition is 150.
To examine the soil, stand close to it and examine it.
When it is at or above 130:
"The soil looks very alive and the plants will grow very easily."
When it is at or above 80:
"The soil looks alive, plants would grow very well."
When it is above or equal to 25:
"The soil seems half dead and the plants would not develop as well as they should."
When it is greater than 0 and less than 25:
"The soil looks pretty dead and the plants would have a tough time growing."
When it is 0:
"The soil looks dead and plants would hardly grow."
Impact of soil nutrition on plant growth
Plants have various stages of growth. And to grow from one stage to the next, soil nutrition will be very important.
When soil nutrition is,
- above 80: Guaranteed growth.
- greater than or equal to 40: Growth probability equal to soil fertility.
- greater than 0 and less than 40: 40% growth probability.
- equal to zero: 20% chance of growth.
Soil recovery
You can let a plot of land rest, with no farm plants on it, and it will recover every 20 minutes.
After the time has passed, the soil will receive 20 to 40 nutrition points automatically.
Considering a soil with 0 nutrition, it would take from 2.5 to 1.25 hours for it to fully regenerate.
Fertilizing
Many kinds of animals leave manure on the ground, which could be used to
fertilize a field. This is one way to restore nutrition to your soil.
You can use manure, fertilizer, or dung to nourish it.
By fertilizing the soil, you will automatically fertilize all the soil in 3x3, around the soil that you have fertilized.
Manure: 10 points of nutrition,
Dung: 20 nutrition points,
Fertilizer: 60 nutrition points.
The compost bin (10 wood, "economy and production" section) also turns food scraps, plant matter (seeds, some plants) and something unpleasant else into fertilizer. Just place it in the bin and wait for a while. Fertilizer could also be used to refuel ovens etc.
When the soil health is above 80 points, out of a maximum of 150, you can harvest up to two extra products, out of the normal harvest product.
Severe weather
Be aware that blizzards will freeze the plants and kill them. A
heatwave, as noted in the Watering section, will cause the crops to
consume more water than usual. Sandstorms will also destroy the plants.
You can try to cover them during the winter with tents, however, be sure
to remove them in spring or they won't keep growing!
Skill
Every time you make a ploughed field and plant seeds you gain more
insight into the business of agriculture. When your farming skill
reaches 1.6, examining a plant will, in general terms, tell you whether
it has enough water. At 2.2, you will be able to determine the exact
water level and nutrition of a plant.
At 1.3 or higher skill, you will be able to tell when a plant is sufficiently well nourished to give extra crops.
Biomes and seasons
Different biomes have different plants that could be cultivated in them.
Take notice, that some plants grow only in certain seasons. Biome
restriction applies only to the largest maps: Continents, Pangea, Europe and New
World.
Wet (winter and spring) and dry (summer and fall) seasons apply to the
Desert, Savanna and Jungles biomes.
Crop catalogue
The table is sortable - click the headers to sort the column's contents.
X - grows; O - doesn't grow.
| Crop |
Tundra |
Taiga |
Temperate |
Sea |
Semi-Arid |
Desert |
Savanna |
Jungle |
Season |
Max Water Level |
Description |
| Rice |
O |
O |
O |
X |
O |
O |
X |
X |
All |
30 |
Used as food and to make sake. |
| Apricot |
O |
O |
X |
O |
O |
X |
X |
X |
All |
40 |
Used as food. |
| Cherry |
O |
O |
X |
O |
O |
X |
X |
X |
All |
40 |
Used as food. |
| Banana |
O |
O |
O |
O |
O |
O |
X |
X |
All |
45 |
Used as food. |
| Barley |
O |
X |
X |
X |
X |
O |
O |
O |
Spring, Summer, Fall, Wet |
50 |
Used as food and to make beer. |
| Beans |
O |
X |
X |
X |
X |
X |
X |
O |
All |
50 |
Used as food. |
| Cotton |
O |
O |
X |
X |
X |
X |
O |
O |
Spring, Summer, Wet, Dry |
50 |
Used to make cloth. |
| Oat |
X |
X |
X |
X |
O |
O |
O |
O |
Spring, Summer, Fall, Wet |
50 |
Used as food. |
| Wheat |
X |
X |
X |
X |
X |
X |
O |
O |
Spring, Summer, Fall, Wet |
50 |
Used to feed cattle, make flour and beer. |
| Tea |
O |
O |
O |
X |
X |
O |
X |
X |
All |
50 |
Drinkable, used to cure illnesses and treat toxin damage. |
| Tomato |
O |
O |
X |
X |
X |
X |
X |
X |
Spring, Summer, Wet, Dry |
55 |
Used as food. |
| Tobacco |
O |
O |
O |
O |
X |
X |
X |
X |
All |
55 |
Used to make cigars and cigarettes. |
| Mushroom |
X |
X |
X |
X |
O |
O |
X |
X |
Spring, Summer, Fall, Winter, Wet |
55 |
Used as food. Also, the only crop that grows underground and in caves. |
| Flax |
X |
X |
X |
O |
O |
O |
O |
O |
All |
60 |
Used to make retted fabric. |
| Hemp |
O |
O |
O |
X |
X |
X |
X |
X |
Spring, Summer, Fall, Wet, Dry |
60 |
Used to make rope, retted fabric and joints. |
| Sugarcane |
O |
O |
O |
X |
O |
O |
X |
X |
All |
60 |
Used to make sugar. |
| Grapes |
O |
O |
X |
X |
X |
X |
O |
O |
Spring, Summer, Fall, Wet, Dry |
65 |
Used as food and to make wine. |
| Corn |
O |
X |
X |
X |
X |
X |
X |
X |
Spring, Summer, Wet, Dry |
70 |
Used as food. |
| Cabbage |
X |
X |
X |
X |
X |
O |
O |
O |
All |
70 |
Used as food. |
| Olives |
O |
O |
X |
X |
X |
X |
O |
O |
All |
70 |
Used as food and to make olive oil. |
| Carrot |
X |
X |
X |
X |
X |
X |
X |
X |
All |
75 |
Used as food. |
| Potato |
O |
X |
X |
O |
X |
O |
O |
O |
All |
75 |
Used as food and to make vodka. |
| Poppy |
O |
O |
O |
O |
O |
X |
X |
X |
All |
75 |
A painkiller. |
| Lime |
O |
O |
X |
X |
X |
X |
O |
X |
All |
75 |
Used as food. |
| Lemon |
O |
O |
X |
X |
X |
X |
O |
X |
All |
75 |
Used as food. |
| Apple |
X |
X |
X |
X |
X |
O |
O |
O |
All |
75 |
Used as food. |
| Orange |
O |
O |
X |
X |
X |
X |
O |
X |
All |
75 |
Used as food. |
| Coca |
O |
O |
O |
O |
O |
O |
X |
X |
All |
75 |
Used to make cocaine. |
| Bamboo |
O |
O |
O |
X |
O |
O |
O |
X |
Spring, Summer, Fall, Winter, Wet |
80 |
A construction material. |
| Coffee |
O |
O |
O |
O |
X |
X |
X |
X |
All |
80 |
A stimulant, temporarily increase movement speed. |
| Tree |
X |
X |
X |
X |
X |
X |
X |
X |
Spring, Summer, Fall, Wet, Dry |
80 |
Cultivated to obtain wood. |
| Melon |
O |
O |
O |
O |
X |
X |
O |
X |
Spring, Summer, Wet |
90 |
Used as food. |
| Pumpkin |
X |
X |
X |
O |
O |
O |
O |
O |
All |
90 |
Used as food. |
| Peyote |
O |
O |
O |
O |
O |
X |
O |
O |
All |
100 |
A painkiller, slowly heals brain damage. |
| Coconut |
O |
O |
O |
X |
O |
O |
O |
X |
All |
100 |
Used as food. |
Guide_to_Fishing
Guide to Fishing
Feeding a large population could be challenging, especially when there is a lack of arable land, wild game is nearing exctinction and ancestors ate all the poultry and livestock long ago. Despair not, though, for there remains a sizeable source of food to tap - seas and rivers, whose unsuspecting inhabitants are in for a big surprise.
Remember to check the Guide to Cooking once you come home loaded with seafood.
Fishing
- Equip yourself with one of the fishing tools.
- Head to a waterbody.
- Locate a tile teeming with fish.
- Click the tile with the fishing tool... again... and again.
Alternately, you can build a fishing cage in water for a more passive approach.
If you have fished out a tile completely and there is no more fish, come back later - clueless creatures should appear at the same spot.
Equipment
Ways of parting fish and the like with their element.
 |
Sharpened stick |
The least effective way to catch fish. See here to learn the art of making a sharpened stick. |
 |
Fishing pole |
Made with 3 wood. You have a better chance of catching something with this than with a stick. |
 |
Fishing net |
Made with 4 rope. About as good as the pole. |
 |
Fishing rod |
Made with 5 iron. A modern fishing contraption. Only blast fishing would be better than this. |
 |
Fishing cage |
Made with 12 wood. Placed in water tiles (except swamp water) to lure in a clueless organism, who may not fall for it. The catch depends on the location. Placing a cage in deep saltwater may yield octopuses, lobsters and cod. Placing it in shallow water may yield generic fish or salmon. Wait at least 30 minutes before checking a cage. A floating buoy will signal if there is something in the cage. |
Inhabitants
All those aquatic edibles.
 |
Fish |
Just some generic fish confirmed to be edible. |
 |
Salmon |
A kind of fish usually found in jungle waters. |
 |
Cod |
A large fish found in deep saltwater, usually in colder regions. Can be salted to preserve. |
 |
Lobster |
Caught with the fishing cage. Boiled lobster goes good with beer. |
 |
Octopus |
Caught with the fishing cage. This seafood delicacy is a part of countless dishes around the world. |
Guide_to_Hygiene
Guide to Hygiene
In this guide you will learn how not to be a filthy disgusting unga that
is so depressed he's considering drowning himself in his own urine as a
way of suicide. In other words, someone who won't be hated by literally
everyone around them. Wow! Rare indeed.
So, you're a bit stinky and need a good wash. There are currently three ways you are able to wash yourself: 1. is a bucket of clean water (pots
and barrels work too); 2. is a shower; 3. is a bath.
For extra cleaning effect, you can resort to soap. Details below.
Bucket and the like
Washing your stinky ass self with a bucket:
- Fill a bucket with at least 30 units of clean water, either from a
well, or boiled in a pot from a puddle or river.
- Strip like you're at the club and just had 40 beers and don't care
who sees your Johnson. In other words, be naked.
- Target the chest area while on harm intent, and click yourself.
- This washes you, which should raise your hygiene enough so you're
not stinky with a cloud of filth and smell around you. However, it
can dissipate fairly fast, so wash yourself a few times (usually 3
is just fine) and it should last a bit.
Shower
Crafting a shower:

1. With a stack of 10 Glass in hand, press Z.
2. Select the shower option. Mind that the shower will be built BEHIND you, so if you want it on a wall, turn your back to it.
3. An advanced washing apparatus is ready for your use.
Washing yourself with a shower:
- Be naked.
- Turn it on.
- Stand under it for a few seconds.
- Your stinky cloud should disappear. Sit under it until it's
steamy, then it's equivalent to washing yourself a few times with a
bucket.
Congrats! You're no longer stinky.
Baths
Crafting a bath:
Baths are made with different materials in different epochs (check Full Crafting List, look for "bath"). Public baths are just larger versions of regular ones.
Washing yourself in a bath:
- Be naked.
- Click the bath so there is water.
- Step inside the bath and stay there for a couple of seconds (buckling for extra immersion is optional).
- How clean you get depends on the kind of bath. Baths out of more advanced materials are better at cleaning. The order of the "bathing power", increasing: wood, stone, copper, bronze, steel, ~~industrial acidic bath~~.
Soap

Helps to have a much better wash and allows washing in any water tile. You can also use it in a bath or under the shower (make sure there is water in the bath and the shower is showering). As always, be naked, get in a bath or stand in the water or under the shower, then click yourself with the soap – you can use a single bar up to 30 times. Washing with soap is so good, you even get a mood boost from it.
Using the washroom
So, you're an unga who's about to shit him or herself. Well, the steps
to prevent doo doo in your pantsu are very simple. There are 3 types of
toilets/latrines you can use. 1. the pit latrine dug with a shovel, 2.
an outhouse made from wood or 3. a toilet made from glass (make sure the
lid is open).
Digging a Latrine:

1. Have a shovel and press Z to open the menu and select "Pit Latrine"
out of the three options.
2. Stand over said pit latrine and use the pee and poop emotes (Emote tab, or type pee and poop in chat).
3. Leave with your dignity, having not shit yourself (make sure it's an
outhouse, not just open space, privacy is needed).
A pit latrine could be removed by filling it with 4 dirt piles.
Building an outhouse:

1. With a stack of at least 35 Wood in hand, press Z.
2. Select the Hygiene category, then choose one of three types of
outhouse (the only difference is appearance).
3. There, now you can do your business away from prying eyes.
An outhouse could be deconstructed with the hammer.
Crafting a toilet:

1. With a stack of Glass in hand, press Z.
2. Select the Toilet option.
3. Bam, you've now got a shitter.
Use these toiletries in privacy, make outhouses, don't shit everywhere
or make a mess. You filthy ungas, clean up after yourselves!
Shaving
Look at you! That unkempt beard of yours shows me something from every
meal you had last week! This may have been acceptable back in the Cave
Age, but not any more! Make yourself a damn razor out (cast via the knife mold)
and cut that hair by clicking yourself with a razor on Help intent!
Washing clothes
You would not want to carry a colony of blood-sucking, possibly
disease-ridden little nasties on your very own self, would you? To avoid
painful death from typhus and preserve your style and dignity, be sure
to wash your wearables from time to time. This includes clothing and
footwear. You can see the degree of an item's dirtiness by examining it
(Shift+Click). To wash something, take it in your hands and click a
water tile, a well or a puddle with it.
Keeping the place clean
Bear in mind, that having any kind of turd or turd-related constructions
(outhouses etc.) within 4 tiles of a well will contaminate it, making
its water unsafe to drink.
Guide_to_Medical
Guide to Medical
On round types that have specified doctors or surgeon jobs please only
join these roles if you have had prior experience with Civilization 13
medical on other rounds, as they are limited and many people will be
relying on you to act fast.
First-Aid
-
The first thing you need to do is drag them (quickly hold CTRL then
click, or right-click then select Pull) away from wildlife or people
chasing/shooting them before they get finished off.
-
SHIFT+click or right-click Examine at the person to look more closely
at them, you might see where the bleeding is, but you should ask them as
well as they can tell you about anything that is covered up (if they
don't know how you can use
LOOC chat to tell them that
they need to click on their face icon on the right side of the screen).
If you have a doctor's handbook you can use that on them to get fastest
details for triage.
-
Bandage or trauma-kit any bleeding as top priority, and get them
buckled to a bed which will also help them stabilize. Don't take them
any further than the closest bed unless you have to, and tell them to
stay buckled to the bed and not try walking/crawling as moving around
more with broken bones does more damage. Food and water help healing
too, but do not stuff them full of dried meat as the salt in it can
overdose and do more damage to an already near-death person, so fresh
food is better.
-
After main bleeds are stopped, the most injured body parts might also
have internal bleeding, which is important to fix as soon as you can,
but you should not operate while they are "incredibly wounded" when you
SHIFT+click or right-click Examine at them and let bed rest and food
make them slightly safer to operate on first as there's a chance to make
mistakes and do damage. If your character does slip up due to lack of
experience in medicine, poor tools or bad luck, examine them, and
depending on how close to death you might need to stop operating,
cauterise the opened (bleeding) wound and then bandage any bleeding you
caused.
-
If doctor's handbooks haven't been invented yet you're going to need
to open this person up and check inside each body part (at bottom-right)
that was bleeding with your bare hands like a true blood-covered
witch-doctor/chiurgeon. Anyone can use proper tools that get invented
later, but in dire situations if your character
has had some previous experience in medicine (*Character tab at the
top-right, Medical skill
-
You can advance with
practice or reading scientific stone slates/papyrus/books*) you will be
able to fix internal bleeding with a simple knife to open an incision,
hemp rope to clamp, wood handle to retract the skin, hemp rope again to
tie the bleeding vein inside, and a burning torch to cauterise to close
the incision back up again. You can fix broken bones with a wooden
hammer or bone-setter after fixing veins but this is not advised if they
are heavily wounded as the steps can fail and do damage when your top
priority is getting the internal bleeding stopped first, and there might
still be other body parts that have internal bleeding you haven't
checked yet. If the chest is one of the body parts do that first and
also try to bandage the heart just in case after the first incision, or
if doing separately after fixing internal bleeding, simply cauterise
again afterwards. Then try do the same for the brain which will also
help with blurry eyes. You can RP this in ancient times as healing
salves and ointments being applied, some of which might have been later
forgotten by history.
-
Now you have a person that will stay alive as long as they don't move.
The next step is to check for any broken parts missed, as when someone
moves with broken bones it will do them damage unless it is Splinted
(which is only a temporary fix). Moving with broken skulls leads to
blindness, brain damage and pain paralysis that will lead to eventual
death from starvation/thirst, cold snow or rain, hot sandstorms or other
hazards.
-
In the absence of a doctor's handbook, to check body parts for broken
bones click the yellow button at the bottom-right to go into Grab mode,
click them, then double-click the Grab icon that appears in your hands
in the bottom-middle of the screen to double it up and turn it into an
"aggressive" grab - then change to green/help mode and click on the
person with the body part you want to check selected at bottom-right,
and the chat box will start telling you what your fingers find there.
Now read about Surgery here, remind them not to
start walking around again straight after while seriously wounded or the
bone will just break again, they need to stay in bed and heal up before
leaving (again, food and water helps with this). This time is a good
opportunity to talk about the causes of the wound or illness and to get
to know your patient.
Physical Healing
Bleeding
Applying Pressure: Used to stop or lessen the effects of bleeding. To perform this action use grab intent and then click on yourself while aiming at the body part which is bleeding. Be aware that if you use that same hand you will stop applying pressure. Useful for mild cuts and making it back to a doctor.
Healing Herbs: Mostly used by primitive peoples, it will not help
stop the bleeding but will also clean the wound, so it is always
preferable. Can be gathered from bushes with a knife.
Bandages: Quick and effective, most people should carry some all
times, reduces the pain on most wounds and helps to treat bleeding as
well.
Splints: A quick and easy solution to broken bones, will help to
stabilize the victim until surgery.
Stimulants, pain relievers and cleansing agents.
Tea: Tea heals toxins and helps fight drowsiness and
hallucinations! Cure for flu.
Charcoal: Charcoal heals toxins very effectively, slight anti-rad,
but does not help with drowsiness and hallucinations.
Leech: Drains toxins and bloods from patients, good alternative to
tea, can end up weakening the patient.
Coal: Removes any chemical in the blood.
Coffee: Will give you that extra caffeine and increase your speed!
Cocaine: A powerful stimulant. Very addictive. 2 times worse
painkiller than opium.
Peyote Cactus: Stabilizes critical damage, slight painkiller, and
makes you see many colors. Also using in tribes gamemode for
communicating with gods
Orange Juice: Heals suffocation.
Iron: Helps replenish blood.
Alcohol: Used as a painkiller when there's no opium around. This
includes beer, ale, and rum. Also makes for a great party drink!
Opium: Made from poppies and used as an extreme painkiller. Helps a
lot when patients are mostly suffering from pain.
Potassium Iodide: Heals radiation. Cure for zombie virus.
Penicillin: Cure for typhus.
Advanced
Trauma Kit: Probably the Most useful and effective medical supply,
this specialized kit for trauma wounds will take care of most of the
wounds, stopping pain. Also used in Surgeries to repair Organ Damage.
Burn Kit: Mostly used to treat burn wounds, but can also help heal
the area.
Continued Care
Without proper care, individuals may end up ill or even worse.
Diseases
There are currently 5 diseases. Try not to catch them, they will make
your day a whole lot more miserable. Especially in early game, when
advanced medicine doesn't exist.
Plague
The rarest and the most lethal disease. If you have it, you will
probably die.
- Caught from eating raw mice. Or standing too long near one.
- Transmits from person to person.
- It can be spotted by the lumps on your skin and vomiting blood.
- If you survive, you will get immunity.
Malaria
A deadly disease caused by parasites.
- Transmitted by mosquitoes.
- Does not transmit from person to person.
- Will give you very high fevers with shivering and convulsions.
- Untreated, it will give you brain damage from the fever, and
possibly kill you.
- Normally survivable without treatment, but won't give you immunity.
- Damage can be greatly reduced by taking quinine (harvested from the
Chinchona plant).
- You will not get immunity.
Cholera
A disease caused by water-borne bacteria.
- Caught by drinking straight from puddles or water tiles without
boiling it first.
- Cannot be transmitted in any way.
- Will cause you to convulse and vomit. This will dehydrate you fast!
- Vomiting will also cause you to lower the hunger level.
- Dehydration will kill you without treatment.
- Treatment is drinking plenty of water until the disease is gone. Any
type of freshwater will do.
- TIP: You can remove the risk of catching cholera by building a
well on a puddle. Well water is pure.
- You will not get immunity.
Flu
Just a normal flu.
- Caught from being dirty.
- Easily transmitted from person to person. A single person can
contaminate an entire village!
- Will very probably not kill you, but can be an annoyance, causing
blurred vision, blackouts, and fever.
- Untreated flu might give you brain damage from high fever.
- Manageable by eating and drinking until full, and resting (buckling
to a bed).
- Brain damage can be prevented by drinking plenty of tea until the
fever subsides.
- You might get immunity after surviving it.
Typhus
You've been covered with lice for days and now you feel sick.
- You might get it from wearing dirty clothes for too long. Watch out for the flea sprites.
- Throwing up randomly.
- Slightly transmittable from person to person.
- Untreated typhus will lead to your death.
- Treatment is through penicillin and tea.
- You might get immunity after surviving it.
Combating Illness
If you are a medical professional or just a beginner you may wish to
learn how to keep people from ending up sick and useless.
- Salt overdose: Extreme dehydration from drinking sea-water (even
boiled) or eating too much dried meat
-
you might be able to save
them by feeding them with a lot of water, and if you have tea that
will help too.
-
Cholera: Extreme dehydration and vomiting from drinking puddle/
river water (or a Well with fecies near it) that hasn't had the
germs cooked out of it. Give them lots of clean water and cooked
food.
-
Food poisoning: Cooked food, clean water and healing tea.
-
Flu: Causes victims to suffer from weakness or even fever,
fevers will worsen depending on certain factors, weather and
fullness. The flu can be cured, it can also cause people to become
immune to it if they are sick enough.
-
Plague: Take Infected individuals away from large groups, burn
Infected Corpses and burry them far away.
Surgery
Besides the usual instruments (Scalpel, Hemostat, Retractor, Bone
Setter, Bone Saw, Cautery) some alternative tools can be used, at the cost
of decreased effectiveness or success.
Scalpel
Alternatives: Knife, Bone Knife, Glass Shard
Hemostat
Alternatives: Rope, Torch
Retractor
Alternatives: Crowbar, Wood Handle, Fork
Bone Setter
Alternatives: Wrench, Hammer
Bone Saw
Alternatives: Hatchet, Tribal Hatchet, Bone Knife
Alternatives for Amputation: + Battle Axe, + Machete
Cautery
Alternatives: Cigar, Torch
Internal Bleeding
Broken Bones
Damaged Organs
-
Usual procedure: Scalpel > Retractor > Hemostat > Bone Saw > Retractor > Trauma kit/Bandages > Retractor > Cautery
-
Alternative (example): Knife > Wood handle > Rope > Hatchet > Wood Handle > Healing Herbs > Wood Handle > Torch
Amputation
Use the bone saw or a hatchet on the affected body part. Not to be used
on the head or limbs, for obvious reasons.
Shrapnel removal
- Scalpel
- Retractor
- Hemostat
- Bonesaw
- Retractor
- Hemostat
- Retractor
- Cautery
Organ removal
- Scalpel
- Retractor
- Hemostat
- Bonesaw
- Retractor
- Scalpel
- Retractor
- Cautery
Tendons
- Scalpel
- Retractor
- Hemostat
- Hemostat
- Cautery
Rudimentary/emergency: Knife
- Wood handle
- Hemp rope
- Hemp rope
- Wood torch
Circumcision
Use a Circumsion Knife on a naked individual.
Guide to Metallurgy
Sticks, stones and bones can only carry you so far, but Mother Nature is infinitely generous with her gifts, among which she includes a marvelous class of materials - metals. Grateful and astounded, we accept it and pledge that it will not be wasted on trifles. It shall serve us greatly in mastering ways of cutting, slashing, gutting, chopping and slicing. We shall use it to harness flames and tame explosions, to travel swiftly across vast distances and to bring the Torch of Civilization to the realms of dark ignorance! Bless you, Mother!
Metallurgy concerns manipulating raw ores and turning them into metals, from which a myriad of tools, weapons and devices could be produced.
Before proceeding to metallurgy, it is recommended to check the Guide to Crafting for the basics of crafting.
Building the metallurgy equipment (kiln, bloomery etc.) requires certain research levels – check the Full Crafting List.
Basics
Obtaining metals
Different metals are produced from ores in different furnaces. See sections on Furnaces and on respective metals for more details.
General steps of metalworking
The primary component of metalworking is molds. At the very least, you will need a blacksmith pot or a blacksmith jug to melt ores in them.
- Put ore or metal (ingots) in a blacksmith pot or a blacksmith jug.
- Place a pot or a jug inside a kiln.
- Light fire in the kiln and wait until the ore melts.
- Pour molten metal into a mold of your choosing.
- Take the mold and click a suitable(1) anvil with it(2).
- Select a metal item to make(3).
(1): Some metals could only be worked on a more advanced anvil. For example, iron items are produced on the iron and steel anvils, not on the stone one. See the Anvils section.
(2): To make other items that are not cast via molds, click the anvil with metal ingots or sheets.
(3): The list of available items depends on the epoch.
Molds
Molds are made with Clay (to make clay, fill a container – a barrel, a bucket etc. – with water, dig dirt piles and click them with the container). Molds are used to cast tools and melee weapons from different metals. Each mold has a certain volume it can hold. 1 unit of volume = 1 unit of ore = 1 unit of molten metal = 1 metal ingot. Making different items requires a different amount of metal.
Clay molds are made raw and need to be fired in a campfire or an oven before using!
 |
Blacksmith pot |
Made with 2 clay. Used to melt ores and metals in a kiln. |
 |
Blacksmith jug |
Made with 5 clay. Used to melt ores and metals in a kiln. |
 |
Ingot |
Made with 1.5 clay. |
 |
Knife |
Made with 1 clay. |
 |
Pickaxe |
Made with 3 clay. Add a wood handle to a pickaxe head to make a pickaxe. |
 |
Shovel |
Made with 3 clay. |
 |
Axehead |
Made with 1.5 clay. Add a wood handle to an axehead to make a hatchet. |
 |
Spearhead |
Made with 1.5 clay. Add a wooden hanle to a spearhead to make a spear. |
 |
Arrowhead |
Made with 1 clay. Add an arrow shaft to an arrowhead to make an arrow. |
 |
Sword |
Made with 5 clay. |
Furnaces
Furnaces are operated similarly to the campfire and ovens, apart from that they do not have continuous fire - the fire will go out after an operation is finished. Furnaces require 2 units of fuel per single operation, i.e. at least 2 wood logs or 1 piece of mineral coal. To insert items into a furnace be on help intent.
 |
Kiln |
Made with either 10 clay, stone or sandstone. Used to melt all ores and metals in blacksmith jugs and pots, except for Iron. |
 |
Bloomery |
Made with 10 clay. Used to only smelt iron ore into sponge iron. Can also be used to recycle metal items back into metal. |
 |
Blast furnace |
Made with 25 iron. Used to only smelt iron ore into pig iron. |
Ores and Metals
Some particulars about smelting certain ores and working with certain metals.
Kiln-only
Tin, copper, gold, silver and bronze only need a kiln. Just melt ores in jugs and pots.

Bronze is an alloy of tin and copper. You need to melt equal amounts (1:1 ratio) of tin and copper ore in the same jug or pot to produce bronze. For example, 1 unit of tin and 1 unit of copper make 1 unit of bronze.
* Smelt raw iron ore in the bloomery to obtain sponge iron.
* Work sponge iron at any anvil into usable iron ingots.
* To cast iron tools or weapons with molds, put iron ingots in a jug or a pot and melt them in a kiln.
* Smelt raw iron ore in the blast furnace to obtain pig iron.
* Work pig iron at the iron or steel anvil into usable steel sheets.
* To cast steel tools or weapons with molds, put steel sheets in a jug or a pot and melt them in a kiln.
Anvils
Anvils are used to forge armor and weapons across the centuries, from ancient swords to muskets and makeshift AK-47s. See the Guide to Weapons for more information on specific weapons and their availability in different ages.
Using anvils requires 1.7 of the Crafting skill.
Click anvils with a mold with molten metal or with some metal sheets or ingots to craft metal items.
 |
Stone |
Made with 25 stone. Used to work tin, copper, bronze and sponge iron. |
 |
Iron |
Made with 20 iron. Used to work tin, copper, bronze, gold, silver and iron. |
 |
Steel |
Made with 25 steel. Used to work all kinds of metals, plus kevlar. |
Guide_to_Paperwork
Guide to Paperwork
Writing is an integral part to paperwork and writing books! If you want
to write an official department memo, or a good looking book, you're
gonna have to know how to write it.
To properly understand this, you need a basic grasp of BBCode or HTML.
This code is based on Bay12 code, so if you know it, it's going to be
easy. But don't worry, even if you don't know either, just try copy
pasting the examples and replacing the text with your own! Once you're
comfortable with that, try experimenting with what works together and
how.
Writing
Writing is performed on paper using any standard writing utensil.
- Pens come in a few different colours, black or blue by default,
and some departments are provided with red pens. Pens have a variety
of functions!
- Crayons work much like pens, except that they are always bold,
and lack the list, horizontal rule, and small tags.
Formatting Paper
Signature
To sign your name, use the [sign] tag. Remember that if you use the
[sign] tag, your signature is unique and cannot be forged in most
cases.
Your signature: [sign]
Field
To insert a field from which you can start writing (instead of just
using the bottom of the paper), use the [field] tag.
Reason for Request: [field]
New Lines
New lines can be created by using the [br] tag. Without this, anything
you write will continue on the same line until it reaches the end of the
page.
text above
[br]
text below
Bold
To make text bold, enclose it within the [b] and [/b] tags.
[b]This text is going to be bold.[/b] This text is not.
Italics
To italicize text, enclose it within the [i] and [/i] tags.
[i]This text is italicized.[/i] This text is not.
Underlining
To underline text, enclose it within the [u] and [/u] tags.
[u]This text is underlined.[/u] This text is not.
Centering
To center text, enclose it with the [center] and [/center] tags.
[center]Type the center tags onto the paper like this![/center]
Lists
Create a list by using the [list] and [/list] tags. For every entry
in your list, add a [*] in front of your entry. For example;
[list][*]Bullet one.[*]Bullet two.[/list]
Large Text
Make text larger, enclose it within the [large] and [/large] tags.
Large text like this can be used for emphasis or for titles.
[large]This text is much larger[/large] than this text.
Small Text
To shrink text, enclose it with the [small] and [/small] tags.
Shrunken text can be used to fit more information onto your paper.
[small]This text is very small![/small] This text is normal-sized.
Horizontal rules
To add a horizontal rule, use the [hr] tag.
text above
[hr]
text below
First Heading
To make a first level heading, use the [h1] and [/h1] tags.
[h1]insert desired text
[br]
closing text for heading[/h1]
Second Heading
To make a second level heading, use the [h2] and [/h2] tags.
[h2] insert desired text
[br]
closing text here[/h2]
Third Heading
To make a third level heading, use the [h3] and [/h3] tags.
[h3]insert desired text[/h3]
Date
To insert the current date of the station, use the [date] tag.
Date:[date]
Time
To insert the current station time, use the [time] tag.
Time Of Request: [field][time]
[br]
Reason for request: [field]
Guide_to_Races
Guide to Radiation
Radiation, in the rounds where it exists, plays an important role. In
this page you will find out how radiation works and how to survive it.
How radiation works
There are two metrics you must take into account when dealing with
radiation: radiation emitted and radiation absorbed. Emitted radiation
is measured in Sieverts per second. This can be measured with a Geiger
counter. This is the amount of radiation that is currently affecting a
certain area each second. 1% of this amount will be absorbed as Grays
per second, assuming absolutely no protection.
Absorbed radiation is measured in Grays. If you check yourself with a
Geiger counter you will get your contamination value. Your radiation
values will decrease with time, but high values of absorbed radiation
will have severe health effects starting from around 0.4 Gy. A value of
6 or higher will invariably kill you.
Handling Radiation
The radiation levels at a certain area depends on a variety of factors.
Underground areas won't be affected by world radiation unless there is
an emission in the area (uranium ore, for example). Overground,
radiation is a sum of the global radiation values and current radiation
emissions (these current emissions will also give you radiation burns).
If you are under a roof, then the exposure will be reduced to 10%.
Weather also plays a role, some weather conditions (like rain and
storms) will increase the radiation being absorbed.
All clothes give minimal radiation protection to the body parts covered.
However, the most effective means of protection (although not fail proof; efficiency around 80%) are NBC suits. Gas masks are not specifically
protective, but will help.
It is important that you shower or remove the cloths worn used outside
when you return to a safer area, as the clothes will absorb radiation
and emit it back to you if not washed.
Not only humans get exposed: plants do too. The ones you farm will get
exposed to a fraction of the soil's radiation and will increase your
levels when consumed. Irradiated water will also irradiate you when
drinking it or when crossing it.
If you did get exposed, some medicines will help with the radiation. The
most effective is potassium iodide. Alcohol will also somewhat help if
nothing else is available. Be sure to patch up radiation burns from
acute exposure.
Human effects
| Absorbed Grays (Gy) | Effects |
| ------------------- | ---------------------------------------------------------------- |
| 0.4 Gy - 1.0 Gy | Nausea, twitching, occasional blackouts |
| 1.0 Gy - 2.0 Gy | Nausea, twitching, occasional blackouts, rare vomiting |
| 2.0 Gy - 3.0 Gy | Frequent blackouts, vomiting blood, brain damage |
| 3.0 Gy - 5.0 Gy | Frequent blackouts, vomiting blood, brain damage, possible death |
| Over 5.0 Gy | Unavoidable death |
Guide_to_Ranching
Guide to Ranching
Livestock
Well, from the very start of the Neolithic age, Humanity has started
domesticating animals.
| Chicken |
|
A bird great for laying eggs. |
| Pig |
|
Good for manure and meat. |
| Sheep |
|
These animals are quite valuable as they can be sheared to drop wool. |
| Cow |
|
Highly valuable as they give milk, which doesn't need to be purified or pastured at all. They can also breed in a 5x5 cage. |
| Horse |
|
Extremely valuable. You can ride these animals or kill them (discouraged as these are rare) |
| Camel |
|
Just like horses but you can't ride them, Put a bag on their back to carry equipment |
| Goat |
|
Much like the cow, goats can be milked if female. |
| Turkey |
|
A bird great for laying eggs! |
Reproduction
To simply get these animals to multiply, you have to have them in a
fairly small area and cramp them. For cows you need a bull and a cow
cramped in a fairly small area and they'll eventually get to it.
Chickens just need at least 2 and one needs to lay an egg and be sitting
on top of it for awhile. Try customizing your chicken coops making it so
they are unable to move off their egg.(Only the cows, chickens, Deers,
Pigs, Sheep, Goats and turkey's can breed for now)
Wildlife
| Crab |
|
Crabby snappy, watch out for its arms. |
| Wolf |
|
Seen in temperate and tundra, they go in packs most of the time. |
| Goose |
|
Geese always mark their territory. |
| Panther |
|
The assasins of the jungle, hunt with caution. |
| Jaguar |
|
Fastest hunters in the game. |
| Boa |
|
It can strangle anyone to death. |
| Mammoth |
|
A colossal behemoth, towering over huts and houses. If one thinks of hunting alone one of these, they'll find themselves stomped, their gibs all over the place. |
| Cobra |
|
An aggressive cobra will jump and bite you if you approach it. |
| Crow |
|
Flies around towns giving everyone the frights. *caw caw*. |
| Buffalo |
|
Hyper-aggressive buffalos, don't try going near them. |
| Mouse |
|
*Bites you* O-oh I spread you m-my plague, sowwy uwu. |
| Penguin |
|
Found around the northern hemisphere, mostly at coasts. |
| Bear |
|
Bears roam the temperate, run away if you have no weapon. |
| Alligator |
|
A fierce beast that roams the swamp. If you have no weapon you should run because you can't kill these with your hand. Faster in the rain. |
| Deer |
|
These animals will run away from you when they see you! Try making them run into a corner to kill them. |
| Snake |
|
A slithery serpent that feasts among small mice; Though it is cute, touching it isn't the best idea. |
| Frog |
|
Drops 1 meat. Watch out though if the frog is poisonous it can kill you! Other than that it just eats flies. |
| Poisonous Frog |
|
A poisonous creature, it is the cousin of the normal frog, however, eating it will leave the taste of death in your mouth! |
Bugs
| Flies |
|
An annoying pest that will buzz around any food you leave out, so stay clean! |
| Mosquitos |
|
These fly like creatures give you malaria, stay away from them. If you do get bit by them, don't worry there's Quinine that cures malaria in swamp regions. |
| Locusts |
|
Ready to eat your crops, ready to molest that corn. Hide your cabbage, hide your wheat, locusts are here to swindle your meat. |
| Cockroach |
|
Penisbeetle for the friends. |
| Leech |
|
Completely harmless unless they gang up on you, human boy. Can be used in medicine as a method to suck blood out. |
Guide_to_Religion
Guide to Religion
Creating a Religion
Religions in Civilization 13 are custom-made, and as a founder you can
choose its symbol, colors, focus, clergy organization and so on. First,
you will need to maximize the philosophy skill. You can do it by either
reading books by other people or writing them. Only with 2.5
philosophy will you be able to create a new religion! Then, click on
Create Religion under the Faction tab.
Customization
Symbol
The symbol you choose will be the one featured in the holy books, as
well as the totems and structures. The color will be the primary color
you choose, while the secondary color will be the background one.
Religion Focus
Knowledge
Knowledge-focused religions give a 25% modifier when writing/reading
books. They give a 15% modifier when researching.
Combat
Combat-focused religions give a 10% buff to combat skills.
Production
Production-focused religions give a discount when building things. The
discount is of 1 when building anything with a cost between 4 and 9,
and 2 for 10 and above.
Clergy Organization
When choosing the Clergy Organization type, you will be able to choose
the way your religious leaders act and what advantages and disadvantages
they have.
Shamans
Requirement to join the Clergy: NONE
Religious power acquisition: Totems
Shamanistic religions have the advantage of anyone being able to become
a Shaman. Shamans have a buff on medical skill (they will learn it twice
as fast), so they make good healers. Totems built around the map
increase the religion's power.
Cultists
Requirement to join the Clergy: NONE
Religious power acquisition: Sacrifice of Infidel Iconography
Cult-oriented religions, like Shamanistic religions, have the advantage
of not having a minimum philosophy requirement to become a member of the
Clergy. Cultists are also hidden from other religions (they don't get
the honorific title attached to their names), and can recognize each
other. Destruction of non-cultist iconography (holy books, talismans) at
an altar will increase their religious power.
Priests
Requirement to join the Clergy: 1.75 Philosophy
Religious power acquisition: Worshiping Sessions
Religions with Priesthood have the advantage of priests being able to
recruit without a Holy Book (needing only an altar). Priest-oriented
religions can also increase power by holding public worshiping sessions
near an altar.
Monks
Requirement to join the Clergy: 1.5 Philosophy
Religious power acquisition: Filled Bookcases
Religions with Monks have a big focus on knowledge - Monks will have
learning buffs, will be able to produce research books faster, and can
copy Holy Books without the need of a printing press.
Clerics
Requirement to join the Clergy: 2.2 Philosophy
Religious power acquisition: Conversions
Religions with Clerics, despite having very high requirements for
Clergy, enable all ordained members to write Holy Books - effectively
enabling the religion to spread under persecution where all the original
works are destroyed. Contrary to other religions, members cannot leave
clerical religions. Conversions will increase religious power greatly.
Religious Items and Structures
Holy Book
The religion's holy book is the main means of converting outsiders. Holy
Books can only be written by the founder (except in the case of Clerical
religions). These books can be copied using printing presses (or, in the
case of Monk religions, by hand), but be aware that if all the books are
lost, you might not be able to expand the religion further!
Totems, Monuments and Altars
Posters and Altars can be built. Some styles of religion might rely more
on these, like the Shamanistic religions with totems and Priesthood
religions with altars.
Altars
A list of all altars, note that there is no difference in any altar so you can make the one you like the most or fits your temple.
 |
Wood |
Made with 20 wood. |
|
 |
Bamboo |
Made with 20 bamboo. |
|
 |
Stone |
Made with 15 stone. |
|
 |
Sandstone |
Made with 15 sandstone. |
|
 |
Marble |
Made with 20 stone. |
|
 |
Obsidian |
Made with 15 obsidian. |
|
 |
Stone |
Made with 12 iron. |
|
Statues
A list of all statues of both stones, its good to know them if you want to make an animal themed religion.
Stone statues
 |
Monkey |
 |
Bear |
 |
Goose |
 |
Mouse |
 |
Turkey |
 |
Wolf |
Sandstone statues
Amulets and Talismans
Amulets and Talismans enable the wearer to get the religion focus
advantages.
Conversion
Converting people is important to expand your religion, and it's so simple it seems easy, but have in mind it's also so slow people will prefer to keep doing ~~nothing~~ their job.
How to Convert?
Converting people is simple, but, as said before, it's really slow and tedious, even more if you have a lot of people.
Holy Book
The slowest way of converting. To convert someone to your religion you have to give them your book, supposing a risk for the religion since they may be cultists looking to burn your ideology. If they are clear and really want to join your religion, they will have to read it. For that, they have to stand still for 1 minute and 30 seconds, so first take them to a quiet place with few or no people.
Altar
This is the most optimal way and the only reason why most religions are cleric. To convert someone you need a cleric religion, an altar, made of multiple materials. First, make them stand still on top of the altar, then a cleric has to use the altar, while the converted person is on top of it and they will be converted instantly.
Guide_to_Tanks
Guide to Tanks
The 1945 epoch now has tanks! (Yay)
There are 5 roles for the crew of the tank. In order to be effective,
all roles most communicate with each other, organize and work
together.
The Roles
-
The Commander: The commander of the tank is the role requiring
the most responsibility. You're the one calling the shots (quite
literally). Your job is to calculate the distance between you and
enemy and inform your gunner about the meter and the left right
sway. You also have to organize the tank crew, tell driver where to
drive, yell at loader what ammo type to load, and order
machine-gunner to fire. To calculate the distance of the enemy, you
have to buckle yourself down to the commander's seat. Once you sit
down, you will now calculate the distance of anything between you,
by clicking on it. After sitting, you will also be avaible to use
the telescope of the tank. This way, you can see afar, and thus be
able to calculate the longer distances. (That's the whole purpose)
-
The Loader: Your job is the easiest one. You will wait for the
commander to tell you what shell type to load, and you will simply
take the said shell from the rack or floor (depending on your unga
level) and will insert it into the turret. To achieve that, get
behind the turret of the tank. Click on the rack behind you, then
click on the shell. After taking the shell into your hand, click on
the turret of the tank. Congratulations, you loaded the
cannon. (Probably got the wrong type anyways.)
-
The Gunner: As a gunner, your job is to enter the parameters
commander told you. Depending on the type of tank you might have to load the gun yourself using the autoloader (In your firing panel there is a button to load a shell). After that wait for his order to fire. To accomplish
that, you must get to the side of the turret (preferably, you can
buckle yourself down to the Gunners Seat) and left click on the
turret. You will now access a menu, telling you what shell is
loaded, what is the firing distance in meters, what is the
left/right sway in numbers and a big fire button. To enter a
parameter, you must click on the meter or left right sway button,
then type down the numbers your commander gave you. After doing
that, you must left click on the fire button and wait a couple of
seconds to fire. Congratulations, you fired the turret. (Probably
missed though)
-
The Machine-Gunner; You are expected to operate the machine gun
in front of the tank. To do that, approach to the machine gun in
front, inside the tank. Take an ammo belt from the floor into your
hands, then left click on the gun to load the ammo. Once the ammo is
loaded, left click on the gun with empty hands. Congratulations, you
managed to man the gun. You are also now aiming forward to enhance
your view. Now, to fire the gun, simply press on the direction you
want to fire. (Have you actually hit anything with that machine
gun?!)
-
The Driver: You are expected to drive/rotate the tank. Your job
is more complex compared to the other roles, but do not let that
scare you off. In order to start the tank, you must first sit on the
driver's seat. After sitting (Buckle yourself by dragging your sprite into the Driver's seat or use the hotkey B) and having the Driver Wheel in your
hand, you can start the engine by pressing Z, you must wait for the engine to fully start (Once the engine visibly starts to vibrate) and you can accelerate
it by pressing Z again. To decelerate or to kill the engine, you
must press the "C" key. To turn the tank left, you must press "A".
To turn the tank to right, you must press "D". In order to shift to
reverse you must press the button "S", but to do so, you must be halted. To be able to move
forward again, you must press the key "W" to shift into forward. Keep practicing to master your
blitzkrieg/encirclement skills.(You will probably run over your own
soldiers)
Tips:
* The tank can only go forward or backwards and rotate to left and
right. This is different from WASD(W to go forward, S to go back, you
know the drill) control, so it may take some time to master. It is
advised to drive jeeps first to get used to the driving system.
* You can run over trees/buildings with your tank and it does not
damage your tank.
* You can insta gib/kill any infantry if you run over them.
* It is advised to face directly towards the enemy. It will make
shooting it a lot easier. Most tanks have their heaviest armour on the front.
* Your loader can not load the turret if you are moving. Let him load the gun
by halting the tank.
* If you run over non-deployed anti-tank mines/anti-tank grenades, they
will still explode and damage your tank.
* You can not rotate your tank on its own axis if it is standing still.
The tank must be moving in order rotate it.
* Keep reading the chatlog for your commander's instructions.
* Rotating the tank at same time when right next to another tank causes
a rare tank meeting to happen.(It is a bug and it completely ruins both
of the collided tanks.)
* Faster you go, easier it is to rotate the tank.
* Do not rotate your tank near deep water tiles. If a single tile of
your tank is on the deep water tile, you will be stuck there for an
eternity.
Driving
So you want to finally be useful and not just dead weight to a crew eh? Few can drive, or well enough to do anything worthy
of mentioning. If you want to know how to drive you've got to listen
carefully to the steps given, and learn the mechanics of how our
machines really work. Also a tip, the tank is safest place you can
be, if you leave it because the tracks were broken you should shoot
yourself. You're not a true tanker. A real tanker stays with his tank
regardless of the damage until there is no tank to cling to. That
armored coffin becomes a moving pillbox if you use it well enough.
- All modular vehicles are built with a matrix of a 5x5 area. This is
how you'll judge where you'll be turning. Learn the position of the
vehicle in all 4 directions and know where it is in that 5x5 area. A
good idea is often to use a place, like the driver's seat for
reference. Most vehicles have the front at the edge of the 5x5 area.
Tanks are one of them.
- Tanks should be well equipped for the enemy you're facing. If it's
enemy armor, take more AP and APCR shells. If it's more infantry and
buildings, take more HE. Overstock and you'll be too heavy to move.
A good idea is to empty a crate of belts onto the floor for your MG
in case you become stranded. The MG's will be your main tool of
survival.
- A tank crew can operate smoothly and effectively with just 1 crewman
if they're a true veteran at it. However most can't run a tank
effectively by themselves. The main things that you should have the
experienced crew members in the tank be are the commander, to give
fire orders and call hits, and driver. Your success relies almost
entirely on these two positions. However you can get by alright
without a commander if you're not against enemy armor. A good driver
is the key to success.
Example
Lets say we're on Nanjing. We'll also go over the 5x5 area of turning.
Tanks have 4 Directions they can be facing, and a different position in
their 5x5 area for each. (Note: tracks were disabled on the directional
example to allow for stationary turning)

The front face of a tank will always be against the edge of the 5x5 area
North

West

South

East

So now that you've got directions, lets try a situation where you'd
apply this knowledge. We're at an alleyway that we want to get into but
don't have free movement to make a left turn to fit in.

now, because we've a wall blocking us, we can't just make a left turn,
it'll have us running into the wall north of us. Thats no good. So
instead, because facing south makes the tank on the east side of the 5x5
area, we can make a right turn and reverse to get in. So first set up
against the wall. Once you've made it onto that tile turn right before
it hits it, or it'll be no good.

After your turn is made, you'll be set to go in reverse to get
through.

And then you can wedge on through in reverse, and flank the enemy by
going through a place they assumed enemy drivers were too stupid to get
through.

For possibly better explanation with a moving visual aid, take a gander at this poor quality video.

Guide_to_Weapons
Guide to Weapons
5000 B.C. Weapons
| Weapon |
Image |
Description |
Available |
Craftable? |
Ammo type |
| Club |
|
A club used by cavemen during the stone age, reports say that during the Dunga wars, cavemen could be heard saying "UNGA BUNGA!" while waving their clubs around. |
5000 B.C.- 2020 A.D. |
Yes |
|
| Quarterstaff |
|
A long stick to thwack thou enemies.. |
5000 B.C.- 2020 A.D. |
Yes |
|
| Wood buckler |
|
A small shield made out of wood. |
5000 B.C.- 1600 A.D. |
Yes |
|
| Battleaxe |
|
A battleaxe with a head the size of an infant, perfect to cut people in half because of inertia only. It can be made from multiple materials. |
5000 B.C. - 1850 A.D. |
Yes |
|
| Tomahawk |
|
Light and cheap, perfect for any indian wishing to end a soldier's life. Or a nomad to end a city's... It can be made from multiple materials. |
5000 B.C. - 1850 A.D. |
Yes |
|
| Spear |
|
A pointy stick used by many societies and civilizations; It can be made with a variety of different materials. |
5000 B.C. - 2020 A.D. |
Yes |
|
| Sling |
|
A piece of leather which you can fling stones at the head of your foes with. |
5000 B.C. - 2020 A.D. |
Yes |
Rocks |
| Whip |
|
A string of leather made to remind your slaves when NOT to stop farming your plantations. |
5000 B.C. - 2020 A.D. |
Yes |
|
| Primitive bow |
|
A bow used by hunters to hunt gazelles and mammoths |
5000 B.C.- 1013 A.D. |
Yes |
Arrows |
313 B.C. Weapons
| Weapon |
Image |
Description |
Available |
Craftable? |
Ammo type |
| Xiphos |
|
An ancient sword used by those in the Greek armies during the Greco-Persian wars, often times they were secondary weapons after the javelin or dory. |
313 B.C. - 313 B.C. |
Yes |
|
| Dory |
|
The dory is a spear that was the main spear of hoplites (heavy infantry) in Ancient times. |
313 B.C. - 1013 A.D. |
Yes |
|
| Sarissa |
|
The sarissa was a spear used in Ancient times by multiple greek states in phalanx formations, it's lenght is around 4 to 6 metres. |
313 B.C. - 1013 A.D. |
Yes |
|
| Greek Shield |
|
An ancient shield used by those in the Greek armies, each shield represents a Greek city-state. |
313 B.C. - 2020 A.D. |
Yes |
|
| Pilum |
|
A javelin commonly used by the Roman army in ancient times. It's head was an iron shank. |
313 B.C. - 1013 A.D. |
Yes |
|
| Gladius |
|
An ancient sword used by those in the Roman army, it was the primary weapon used by foot soldiers. |
313 B.C. - 313 B.C. |
Yes |
|
| Roman buckler |
|
A small shield used by the Roman Army not to protect the body, but to stop parry blows. |
313 B.C. - 313 B.C. |
No |
|
| Roman shield |
|
The standard Roman shield also refered to as the "Scutum", used by the Roman Army. This shield is known for being used to perform the [Testudo Formation](https://en.wikipedia.org/wiki/Testudo_formation) |
313 B.C. - 2020 A.D. |
Yes |
|
| Roman standard |
|
What better way is there to send the message to the barbarians than whacking them in the head with it while screaming "Gloria Romae!" |
313 B.C. - 313 B.C. |
No |
|
| Bronze shield |
|
A shield made from bronze. |
313 B.C. - 2020 A.D. |
Yes |
|
| Iron shield |
|
A shield made from iron. |
313 B.C. - 2020 A.D. |
Yes |
|
| Small sword |
|
A small sword that can be made from various materials, such as; copper, iron and steel. Made for combat that's quick and close. |
450 A.D. - 2020 A.D. |
Yes |
|
| Arming sword |
|
A longer version of the short sword, can be made from bronze, iron or steel. |
700 A.D. - 2020 A.D. |
Yes |
|
1013 A.D. Weapons
| Weapon |
Image |
Description |
Available |
Craftable? |
Ammo type |
| Garrote |
|
Just like a necklace of pearls it is made to suit a neck, just not a lady's, and not for much time. |
650 B.C. - 2020 A.D. |
Yes |
|
| Throwing knife |
|
A light knife made from iron, suited for throwing at dummies and unexpecting rivals. |
900 A.D. - 2020 A.D. |
Yes |
|
| Shuriken |
|
A shuriken is a Japanese concealed weapon that is commonly used by the samurai and police as a hidden dagger or quick dagger to throw. |
1013 A.D. - 2020 A.D. |
Yes |
|
| Kunai |
|
A weapon to stab with and throw, but also a tool to spy... yoooOOOOOoo. |
1013 A.D. - 2020 A.D. |
Yes |
|
| Naginata |
|
A pole weapon used by the samurai class and the infantry of feudal Japan. |
1013 A.D. - 1650 A.D. |
Yes |
|
| Katana |
|
A sword used by the samurai class in feudal Japan. |
1013 A.D.- 2020 A.D. |
Yes |
|
| Wakazashi |
|
The wakizashi is one of the traditionally made Japanese swords worn by the samurai in feudal Japan. |
1013 A.D.- 2020 A.D. |
Yes |
|
| Tanto |
|
A short japanese knife. |
1013 A.D.- 2020 A.D. |
Yes |
|
| Halberd |
|
The halberd consists of an axe blade topped with a spike mounted on a long shaft and a hook or thorn on the back side of the axe blade for grappling mounted combatants. |
1013 A.D. - 2020 A.D. |
Yes |
|
| Pike |
|
A pike is a pole weapon, a very long thrusting spear used extensively by infantry. |
1013 A.D. - 2020 A.D. |
Yes |
|
| Steel shield |
|
A shield made from hard steel, the most durable and resilient of its kind. |
700 A.D. - 2020 A.D. |
Yes |
|
| Steel shield |
|
A shield used by saracens. |
700 A.D. - 2020 A.D. |
No |
|
| Templar Shield |
|
A shield made from the best iron to fight for the Holy Throne. Deus lo vult!. |
1100 A.D. - 1300 A.D. |
No |
|
| Maul |
|
A weapon made only for giants and mad men, this can reduce anyone to a meatsteak. |
650 B.C. - 2020 A.D. |
No |
|
| Huge fucking sword |
|
"But for now... I'll fight with my sword for him! (voices sing)" *Clang!* |
650 B.C. - 2020 A.D. |
No |
|
| Cannon |
|
A cannon capable of taking down castle walls by firing cannonballs. |
1500 A.D. - 1850 A.D. |
Yes |
Stoneballs |
| Short bow |
|
A standard bow. |
1013 A.D. - 1958 A.D. |
Yes |
Arrows |
| Long bow |
|
A bow capable of shooting further than a standard bow thanks to its longer string and bigger frame. |
1013 A.D. - 1958 A.D. |
Yes |
Arrows |
| Crossbow |
|
A different kind of bow, with its string capable of storing energy until the lever of the frame is pulled, firing a bolt at high speeds. |
1013 A.D. - 2020 A.D. |
Yes |
Bolts |
| Firelance |
|
The true predecesor of all firearms; inefficent, one-shot and with a reach of 3 metres. Used in the first days of gunpowder. |
1013 A.D. - 1850 A.D. |
Yes |
Stonebullet |
1713 A.D. Weapons
| Weapon |
Image |
Description |
Available |
Craftable? |
Ammo type |
| Police baton |
|
A wooden baton to catch burglars. |
1713 A.D. - 2020 A.D. |
Yes |
|
| Rapier |
|
A Rapier is type of sword with a slender and sharply-pointed two-edged blade. Common for duelling and self-defence but also as a military side arm. |
1713 A.D.- 2020 A.D. |
Yes |
|
| Cutlass |
|
A cutlass is a short, broad sabre or slashing sword, with a straight or slightly curved blade sharpened on the cutting edge, and a hilt often featuring a solid cupped or basket-shaped guard. Dominant during the Age of Sail. |
1713 A.D.- 1713 A.D. |
Yes |
|
| Spadroon |
|
A spadroon is a light sword with a straight edged blade, enabling both cut and thrust attacks. Used primarly in the army and the navy. |
1713 A.D.- 1713 A.D. |
Yes |
|
| Longsword |
|
The largest sword most of people will be able to see, even if not the largest sword that can be made. Only for true knights. |
1713 A.D.- 1713 A.D. |
Yes |
|
| Sabre |
|
A sabre is a type of backsword with a curved blade associated with the light cavalry. |
1713 A.D.- 1873 A.D. |
Yes |
|
| Handcannon |
|
The true sucessor to the firelance. |
1713 A.D. - 1850 A.D. |
Yes |
Stonebullet |
| Musket |
|
A muzzled-loaded long gun, the musket is a heavier version of the arquebus that became popular all around the world due to it's ability to penetrate heavy armour. |
1713 A.D. - 1713 A.D. |
Yes |
Musket cartridge |
| Musketoon |
|
A shorter version of the musket, the musketoon mainly was popular among pirates and acted as a service shotgun or carbine. |
1713 A.D. - 1713 A.D. |
Yes |
Musket cartridge |
| Arquebus |
|
The earliest version of a rifle in the 15th century, it is fired from its support stick. |
1713 A.D. - 1850 A.D. |
Yes |
Musket cartridge |
| Flintlock pistol |
|
A flintlock rifle modified to be as small as a pistol. Famous around duellists, has a short range. |
1713 A.D. - 1850 A.D. |
Yes |
Musketball (pistol) |
1873 A.D. Weapons
| Weapon |
Image |
Description |
Available |
Craftable? |
Ammo type |
| Colt Peacemaker |
|
The Colt Single Action Army, also known as the Single Action Army and Peacemaker, is a single-action revolver with a revolving cylinder holding six metallic cartridges. |
1873 A.D.- 1973 A.D. |
Yes |
.45 Colt |
| Derringer |
|
A single-shot muzzleloading percussion cap pistol, for the wealthy and for those who want a quick, stealthy draw. |
1873 A.D.- 1973 A.D. |
Yes |
.41 Short |
| Winchester 1873 |
|
A lever-action repeating rifle. The gun that won the West. |
1873 A.D.- 1973 A.D. |
Yes |
.44-40 |
| Sharps rifle |
|
A large-bore single-shot rifle. |
1873 A.D.- 1973 A.D. |
Yes |
.45-70 |
| Martini-Henry |
|
The Martini–Henry is a breech-loading single-shot lever-actuated rifle |
1873 A.D.- 1973 A.D. |
Yes |
.577/540 |
| Gewehr71 |
|
A german service rifle. |
1873 A.D.- 1973 A.D. |
Yes |
7.65x53mm |
| Artillery |
|
A heavy set of equipment made to continuously fire artillery shells upon great distances by flying in an arc. |
1850 A.D.- 2020 A.D. |
Yes |
Artillery shell |
1903-2020 A.D. Weapons
| Weapon |
Image |
Description |
Available |
Craftable? |
Ammo type |
| Karabiner 98k |
|
A bolt-action rifle, the Kar98k was the standard service rifle used by the German Wehrmacht in World War II. |
1943 A.D. - 1943 A.D. |
No |
7.92x57mm Mauser |
| Ak47 |
|
Ak47 |
1943 A.D. - 2020 A.D. |
No |
7.62×39mm |
| MP40 |
|
A submachine gun, the MP40 was mainly used by infantrymen, platoon officers, and paratroopers in the Wehrmacht. |
1943 A.D. - 1943 A.D. |
No |
|
| Compound bow |
|
A bow that uses a levering system, cables and pulleys to bend the limbs to store more power inside the frame than the longbow. |
1958 A.D.- 2020 A.D. |
Yes |
Arrows |
| G3 |
|
A german select-fire battlerifle developed by Heckler & Koch. |
1943 A.D. - 1943 A.D. |
No |
7.92x57mm Mauser |
| Flammenwerfer |
|
A German flamethrower used in World War II to burn Russians and Americans to a crisp; Just watch your back!. "Hans! Get ze flammenwerfer" |
1943 A.D. - 1943 A.D. |
No |
Flammen |
| RPG-7 |
|
A russian-developed unguided rocket-launcher. |
1943 A.D. - 2020 A.D. |
No |
40 mm |
| M16 |
|
An American rifle. |
1943 A.D. - 1943 A.D. |
No |
5.56×45mm NATO |
| Shank |
|
For when the guards don't give you enough food... |
1973 A.D.- 2020 A.D. |
Yes |
|
| FN P90 |
|
FN P90 |
1973 A.D.- 2020 A.D. |
No |
FN 5.7×28mm |
| FN SCAR-L |
|
A light version of the FN SCAR |
1973 A.D.- 2020 A.D. |
No |
5.56×45mm NATO |
| FN SCAR-H |
|
A heavy version of the FN SCAR |
1973 A.D.- 2020 A.D. |
No |
7.62×51mmmm NATO |
| Makeshift AK |
|
A barely functional imitation of the gas-operated, 7.62×39mm assault rifle, developed in the Soviet Union by Mikhail Kalashnikov |
2013 A.D.- 2020 A.D. |
Yes |
7.62x39mm |
Reloading Mechanism
Arquebus ( Late Medieval )
- Add Gunpowder
Either from barrel full of Gunpowder or Gunpowder pouch.
- Add Projectiles
Musket balls; Can be made from any materials.
- Cock the flintlock/musket and Fire
Press Z to cock the musket.
Chad Tip: Always keep a gunpowder pouch by yourside at all times, it can also fit into your 'Pouch' slot much like wallet and coin pouch then the musket balls into your pockets for easy picking. You should also never rely on Flintlocks, they are only one time shot, so make sure to actually pointblank your enemy before engaging in swordfight.
Muskets/Flintlocks ( Early Gunpowder Age )
They are like Arquebus but sometimes you have this already made musket ammo then the process should be like:
1. Insert Musket ammo
2. Cock the musket and Fire
Chad Tip: Webbings are good way to hoard all the musket ammo but always keep 4-6 ammo in your webbing rather than hoarding it, this is to prevent your team losing ammo too early in combat or late-joiners to fight with fist or scavenging dead bodies. You can also add bayonet in your musket so you could engage in melee combat.
Lever-Action/Cowboy Revolvers ( The Frontier Age )
- Find the appropriate bullet for the gun
Examine to see what caliber your gun uses,
- Open the pouch
Right-click the Pouch then click toggle drawing method
- Start filling it with bullet and chamber it then shoot.
Press Z to Chamber the round
Chad tip: Once you fired all your ammo and you find yourself unable to reload your gun, don't forget to remove the bullet casings out of your gun since bullet casings don't automatically eject out of the gun. Depends on the gun.
WW1/WW2/Modern Guns ( The Unga Wars )
- Insert magazine and gun go brrrrrt.
Chad tip: Give @HumbleServant#8462 a headpat to the head if you approciate his effort for this guide.
Other things you should know:
-
The Shotgun ammo box and the (Insert Caliber Here) pouch MUST turn their toggle drawing methods after picking it up otherwise it will only allow you to pick it up from the ground but not what inside.
-
Rifle Magazines and Rifle clip can be refilled by combining them together or standing on top of ammo piles and pressing C. This also works on both Ammo Box and Rifle Bullet Pouch. (This tip only works if both bullet is same caliber otherwise, it won't so don't bother.)
-
You can recycle used bullet casings by adding gunpowder to it and adding projectiles made of Leads.
-
Bigger caliber doesn't mean bigger damage. "Damage" is non-existent and a false idol "Professional" SS13 believes in, at the end of the day, you'll often find yourself being killed by stray bullet, by accurate artillery fire and lastly by 9mm bullet.
Extra: Gunpowder Recipe
+ Sulphur (Extracted from Sulphur Rocks)
+ Saltpeter (Extracted from Saltpeter Rocks)
+ Coal (Extracted from Coal)
Use extraction kit to have extra +2 regeants then fill the barrel. This should be done in this exact order otherwise you get cyanide.
Alternatively, this is the UNGA way.
- Saltpeter (Shit and Piss into the barrel)
- Sulphur (Sulphur rock shoved into the barrel)
- Charcoal (Slapped into the barrel)
Wait for explosion. If none, add them to bullet casings and enjoy.
Weapon types and how to use them.
Pistols
Advantages - Short-range, Guaranteed to hit Op-Fors pointblank-6 blocks, Self-defence weaponry, Low-Damage but able to kill in one shot if used correctly, Only requires 1.0 skill in firearms to actually use it properly. Even a kid can use this.
Disadvantages - Short-range, Limited ammo, Only good shooting yourself or executing an unga.
Chad tip: Virgin Medic is when you drop your pistol to grab M4/M16 , Chad Medic is when you actually settle for pistol and shoot VietCongs running toward your Foxhole Clinic.
Submachine Gun
Advantages - Short-range, Bullet spread is minimal, Good for CQB (Close Quarter Battle), Good for clearing alleyways or clearing a room.
Disadvantages - Short-ranged, Bullet spread is abit messy when full-auto, Really bad at open-field battle.
Chad tip - This gun is never really meant for open-field battle, think of it as automatic pistol with extended magazine and also, always aim for the groin and chest. Your hit percentage will decrease if you aim for the head.
Semi-Auto/Automatic Rifles
Advantages - Medium-range, Good for both close quarter and open-field firefight, Semi-Auto firemode for long range engagement, FULL AUTO IN THE BUILDINGS!!
Disadvantages - Medium-ranged, Bullet Spread is at Maximum when put in full-auto much like in real life, It takes 2.7 Skill in Firearm to become God, If you put it in full-auto expect your accuracy/hit percentage to decrease to almost zero.
Chad Tip - Semi-Automatics have higher chance to hit the target other than full auto. Full auto are not useless feature, it is use to suppress people in their spot or fire blindly to wherever the bullets coming from.
Bolt-Action Rifles:
Advantages - ACTUAL GOD, Close Range? Long Range? Fuck that, this gun works in all range. You can blast someone's head even though they are in sandbags or in Foxholes. You are a SNIPER, try not to engage in close combat and actually fight where no one could see you or you know, be a chad and kill them close-range with pointblank.
Disadvantages - GOD. There's no Disadv on this gun other than you're fucked if you're out of ammo.
Chad Tip - Do a 360 spin killshot and send it to Taislin to be featured in Announcement. - HumbleServant
The Chad Machine Gun
Advantages - Gun go brrrrrt, 300 ammo orgasm, No one can close their position to your foxhole or your defensive line, haha yes dieeee brrrrrt. On a serious note, this is a gun good for holding a line and keeping people suppressed or keeping them from moving one inch in their spot otherwise they'll get hit. The bullet spread is at maximum but that's actually intended. Firing blindly or to enemy general direction and its chances to hit someone is never zero, If they are not entrenched they have a chance to get shot by a stray bullet.
Disadvantages - People who uses it. Literally, Unga's finest choice thinking they are rambo or protagonist. Gives people "Power Complex". Cursed.
Chad tip - Literally the chad and tide-turner of the game if used properly, keep a pistol with you at all times so you can blast someone's head if they manage to get near to your foxholes.
Other things you should know about:
-
Entrenched only lower your chances of getting struck by oncoming bullets and it that doesn't mean you're invincible. Even combined with "Rest" to act like crawling does not count as lowering your chance. Only sandbags does.
-
RNGesus is your enemy, prepare for the unexpected. Staying in one spot is certain death, getting shot at is also certain death. Proned or not, it is always death if you stay at one spot and let enemies shoot you.
-
Going Rambo never works, running up to them while firing your machine gun will stop you from moving which makes you more vulnerable than other people who's entrenched.
-
If they are at your line of sight and so are you. If you try to shoot them, there's only 25-45% your bullets will hit them from their entrenched combined with sandbag possition.
-
All guns are capable of penetrating a wall, higher caliber means higher penetration. So make sure to shoot through walls to get a chance of killing someone. Especially people hiding in the corner.
Grenades and What to do with them:
|
Shrapnel Grenades
|
360 Shrapnel Coverage with a radius of 5-10 blocks. Make sure to duck or rest when a grenade is lobbed close to your possition to avoid shrapnels or atleast lower your chance getting caught by it.
|
|
High Explosives/Anti-Tank
|
Blast radius estimation is 3-7 blocks. This grenade can cause PTSD if it caught someone and gib them, also works to disable tanks so try to hit them on their side since attacking at the front is a suicide charge.
|
|
Chemical Grenade
|
Blast radius estimation is 10x10. The bane of Unga, it's hard to treat chemical damage since it mostly affect their organs mainly their heart and their lungs and this is why both Germans and Russians have gas mask. Don't use this on open-field, this is much more effective when used inside a building or trench lines.
|
|
Smoke Grenades
|
Full screen coverage, Coverage estimation is about 5-8 blocks. Smoke grenades are useful mainly for medics and people with actual brain of a Chad, smokes prevents snipers shooting people inside it and it also blocks their view and unable to shoot directly to people covered in smoke.
|
How to use artillery
This is the artillery menu. From the top to the bottom:
- The shell you have loaded
- How far you are aiming to hit
- The deviation to the right/left of the shell (from your character's point of view)

To have a higher chance of success at firing artillery shells on your
enemies' territory, it's best if you have a telescope in hand. Or even
better yet, a "spotter" to have their telescope always on the target,
telling you where to aim while you control the artillery.
Each tile further means you'll have to add the value of "1" to the distance. If you want to hit 45 tiles away, you must aim for "45" distance.*

The sway is the "deviation" or just sway, that the shell will be
affected by. If you fire from coordinates that aren't exactly
aligned with your enemy, you can use these to move your shell
left-to-right instead of moving the artillery.

You will need to load a shell before firing, you can clearly see if
there's one by checking the panel.

There are many kinds of shells, like chlorine shells, zyklon B
shells, white phosphorus shells, makeshift nuclear shells and many
more, but let's see these more simple examples.
This is a High-Explosive shell, it will create a big explosion where
it lands, spreading fire along. Great if your enemy has houses made out
of wood or if there's grass around.
This is an Armor-Piercing shell, it will pierce through the armour of
tanks.
All the other shells are:
|
Chlorine
|
Designed to cause overexposure to the chlorine element, it causes
respiratory system failure and severe nose and throat irritation
|
|
Mustard
|
A man-made agent which causes chemical burning of the skin, eyes, and
throat., very nasty stuff.
|
|
Phosgene
|
A far more potent and well disguised cousin of chlorine gas, it has a
slightly delayed but otherwise identical effect.
|
|
White Phosphorus
|
A type of pyrophoric incendiary munition, it ignites air creating a
large smoke cloud. Temperatures high enough to cause fourth degree burns
to anyone unfortunate enough to be in direct contact.
|
|
Xylyl Bromide
|
Primarily used as a "tear gas" type agent. Stereotypical respiratory
pain and eye, skin, and throat irritations. Not heavily lethal, however.
|
|
Zyklon B
|
Cyanide-based pesticide, it impedes upon cellular respiration. In
simpler words it 'deactivates' the entire human body within minutes
post-inhalation.
|
|
APCR
|
A shell designed with a hard metal penetrating core, it has extreme
penetrative force made to wound tank crews and disable vehicle
components.
|
|
AP
|
A steel alloy shell designed to survive the shock of direct hits against
metal armor and continue going. Not exactly fancy but it works.
|
|
HE
|
A shell designed to inflict as much concussive explosive force as
possible, applications include destruction of fortifications or direct
anti-personnel usages.
|
|
Makeshift Nuclear
|
A shell designed to irradiate a large area for long periods of time.
|
Gulag_13
Gulag RP
Introduction
It is the year 1946, one year after the end of WW2, when the Soviets captured you from the battlefield as you surrendered or were forcibly taken away from your homeland.
You were taken to a distant location in the middle of nowhere, in Siberia, and you can't recall your journey as you almost froze to death in the cargo train wagon.
The camp is guarded by heavily armed personnel from the nkvd and there's barely any settlements to be seen in the distance, nor signs of human life.
Only a dim light above the barbed fence can be seen through the thick layer of fog and frost. As you look closer, there's a sign indicating: "Gulag".
Welcome to Gulag
Gulag is a HRP map where you take the role of either a prisoner or a camp guard (whitelisted). The prisoners are divided into 3 factions, based on ethnicity: Germans, Poles and Ukrainians.
Each prisoner has an assigned role: Kitchen staff, Nurse, Janitor or Miner, which can be recognized by the color of the armband the prisoner is wearing.
The goal for each faction is to work as a team to gain as much rubles as possible (faction score is calculated by the amount of rubles present in each prisoner's pockets), through diverse activities in the camp, legal or not.
Prisoners can also spend their rubles in the vendors located under the bathrooms.
Guards must operate the mining area and export the ores (through the export book located in the hangar) prospected by the prisoners in order to generate score for their faction, while keeping law and order in the camp.
For each ore exported there's an amount of rubles given, which can be used to pay the prisoners (or be exchanged for favors).
Always Remember:
Rioting before the 30 minutes mark is a bannable offense! You're also expected to escalate properly in every conflict. Check the General Rules section of the wiki to see a good example of escalation.
Guards Guidelines and Regulations:
As a guard, you're equipped with the necessary tools to bring order and discipline among the prisoners.
In your belt, you'll find:
- A whistle to alarm other guards and prisoners.
- A pair of handcuffs for detaining prisoners.
- A pair of binoculars which is useful for people who's assigned to watchtowers.
- A sturdy baton that immediately put prisoners to the ground once they took a hit or two.
- A roll of bint to provide first-aid for yourself, your comrades and, at last, the inmates.
Additional equipment such as flashlights can be found in the tool shed (south of the Guard Medical Area). More advanced equipment can be distributed by supervisors and/or the camp commander. Do not hesitate to stock up on xylil bromide grenades as they are an effective method to subdue prisoners.
All firearms must remain OUTSIDE of the prison area! Failure to follow this protocol as a guard is a valid reason for a demotion/discharge/execution.
Now that you are equipped and ready, here are the things you can do as guard to ensure safety and enforce forced labor amongst the prisoners:
Killing a prisoner for their rubles is OOCly punishable.
- This is considered as RDM and greatly frowned upon by the community and thus, you should avoid this. Similarly, Prisoners can bribe you to let them go, be freed from the containment cell and lastly, being supplied with foods or medicine.
Maintain absolute peace, discipline and order among the inmates.
- Punish them accordingly to the crime they have committed. Avoid executions at all costs (only if it's an absolute necessity) as it's one less worker for your camp.
If it's time for work, then EVERYONE should work.
- There should be no prisoners roaming around without doing nothing. Everyone has an assigned role and should fulfill their duties.
A lone guard is a dead guard. Always have a patrol partner inside the prison area.
- You must always have a partner to patrol with you around the gulag. Gulag is a nasty and opportunistic place where anything is possible to happen, never go alone or prisoners might just beat you up for your keys and equipment.
Food is a necessity for the inmates.
- A well-fed inmate will have better performance and compliance than a malnourished one. Do not let cannibalism be an option for the prisoners.
A dead prisoner is a liability for the Motherland.
- Prevent fights, do inspections, confiscate contraband, treat injured/sick inmates. This is the minimum you can do to prevent death in the camp. However, keep a rational use of equipment. Do not waste too much medical equipment on a dying prisoner.
Mining Protocols
Before Mining
- Make sure to keep a list of every equipment that can be found inside the mining closets as well as what can be found in the mining shaft.
- Take note of who goes in and out of the mining facility by taking their ID before they go downwards, then hand it back over as soon as they are finished mining.
- Make sure no one tries to escape by performing regular checks in the mine. Bring at least two other guards with you and have a gas grenade ready (do not forget to put on your gasmask!).
- Ores can be melted into ingots, make sure no one tries to make a weapon out of it. If they do, confiscate and punish the perpetrator accordingly.
- Collected ores are to be put in the mining cart which has to be pushed into the hangar for exports. Place the ore stack on the export book to recieve points and money.
After Mining
- One by one, prisoners should hand over ALL of their mining equipment to be put back in the lockers and be FULLY searched for anything that they may have taken out of the mines.
- Once a prisoner is clear, they should recieve a payment for their work. Money recieved from the ore exports has to be used for this. However, do not overpay a prisoner.
- Do not forget to hand back over the inmate's ID.
- If there is some missing equipment in the lockers then inform your higher-ups so they can perform an immediate inspection of the prisoner area.
Cafeteria Protocols
- Food rations have to be given regularly to the kitchen staff. However, higher-ups can decide to reduce or temporarily suspend its distribution.
- ONLY kitchen staff may be in the kitchen area, delimited by a warning strip on the floor.
- Cannibalism should be immediately punished and food containing human meat must be disposed in order to avoid sickness.
- The cafeteria should remain clean at all times, you do not want fecal matter or bacteria in the food.
- It is possible to ask for money for the distributed food, however it's severly discouraged. Guards who are doing this may be caught by the higher-ups and be demoted/discharged for corruption.
Prisoner's Guide to Gulag
Your goal is not to escape, kill guards, or kill other fellow prisoners (even if they are from a different faction), but instead focus on getting more money for your team.
Your goal is to gather as many rubles as possible.
There's plenty of ways to earn them:
- Mining
-
Mining is easy but the price of your hard work is easily manipulated by the guards on duty. Regardless, prisoners are expected to be paid. If the guards don't pay, try to get ahold of a camp supervisor or commander.
-
Underground Fight Club
-
What goes on in the fight club stays in the fight club. Make sure to not kill any of your opponents and stay humble and honorable. A surrendered opponent shouldn't be killed. Observers shouldn't intervene.
-
Services
- There's a lot of services that can be offered to prisoners. Some of these include medical services, food services, cleaning services, farming services, "protection services".
This is for the prisoners only.
Remember, the best way to enjoy the round is acting accordingly and appropriately to the setting.
Escape is not advised nor is it a wise thing to do as you're in the middle of nowhere, far from civilization...
Collaborators are a whitelisted role, they must keep their role secret from the other prisoners. Guards are to protect their identity as well and should reward them for useful information.
Other prisoners may be agressive towards them, especially for snitching out. However, killing them should be avoided.
Hostages
Hostages
ROLES
| ROLE | IMAGE | DESCRIPTION | DIFFUCULTY |
| ---------------- | ----- | --------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------- |
| SOF Team Leader | | Command your men to rescue the hostages from the Islamic fighters! You should stay back and eavesdrop on their communications. | HARD |
| SOF Medic | | Tend to the wounded operators and send them back "to finish the fight". | MEDIUM |
| SOF Operator | | Fight against the Islamic fighters and rescue the hostages! Take orders from your Team Leader. | EASY |
| Insurgent Leader | | Lead your men using the walkie talkies, fight against the infidels and prevent the infidels from getting the hostages! Praise to Allah! | HARD |
| Insurgent | | Prevent the infidels from rescuing the hostages and listen to your leader! Use the machine gun placements and suicide vests to fight off the westerners. | EASY |
| | | | |
Hotkeys
Hotkeys
This is a list of hotkeys for when the game is on Hotkey Mode. Use Tab to switch.
| Key | Command |
| ------- | -------------------------------- |
| Tab | Switch Macro and Hotkey Mode |
| Escape | Fullscreen |
| Space | Zoom/Scope |
| W | Move Up |
| S | Move Down |
| A | Move Left |
| D | Move Right |
| Z, CTRL+Z | Use Held Object |
| C | Use Held Object (secondary) |
| 1, CTRL+1 | Help Intent |
| 2, CTRL+2 | Disarm Intent |
| 3, CTRL+3 | Grab Intent |
| 4, CTRL+4 | Harm Intent |
| F, CTRL+F | Change Intent (cycle left) |
| G, CTRL+G | Change Intent (cycle right) |
| M | Change Movement (walk/run) |
| 5, INSERT | Change Movement (all) |
| Delete | Stop Pulling |
| B | Buckle/Unbuckle |
| E, CTRL+E | Equip |
| H, CTRL+H | holster |
| N | Change Tactic (Aim/Rush/Charge/Defense) |
| U | Change Secondary Attack (Bite/Jump/Kick) |
| Y | Change Defense (Parry/Dodge) |
| J, CTRL+J | Change Gun Mode (Aim/Fire) |
| L, CTRL+L | Attack Mob in facing direction |
| Q, CTRL+Q | Drop |
| R, CTRL+R | Throw |
| T | Say (IC chat) |
| Numpad 1 | Select Right Leg (targeting) |
| Numpad 2 | Select Groin (targeting) |
| Numpad 3 | Select Left Leg (targeting) |
| Numpad 4 | Select Right Arm (targeting) |
| Numpad 5 | Select Chest (targeting) |
| Numpad 6 | Select Left Arm (targeting) |
| Numpad 8 | Select Head (targeting) |
| F1 | Adminhelp |
| F3 | Asay (admins) |
| F4 | OOC chat |
| F5 | LOOC chat |
| F6 | /me chat |
| F12 | Change HUD / Cursor style |
Hunt
Hunt
A group of Pirates land on a cursed Island inhabited by neutral natives.
Will you escape with the assistance of the natives, or cause a great
conflict to erase them from existence?
Factions :
Pirates (Neutral) Natives (Neutral)
Island
Island
There are two sides, the Pirates and the British (English), only one
side may prevail over the Island. The Pirates start on the Island while
the British start on their Man-Of-War.
Pirates (Hostile) British (Hostile)
Karak
Karak
This map is based around the crusades, their are two factions, both of
them are religious zealots wishing to either defend or attack the
Karak Castle.
Factions
- The French (Crusaders), They are lead by the Holy Templar
Knights and Lords, Templar Knights are accompanied by lower
knights and squires, they must defend their castle from the Invading
Caliphate.
- The Islamic Caliphate (Muslims), A large Empire wishing to reclaim
Karak Castle to be able to conquer Jerusalem, they are lead
by an Emir(Lord) and Mamelukes(Knights), they must conquer
the castle in order to win.
Arab Roles
| Role | Image | Description | Diffuculty |
| ---------------------- | ------------------------------------------------------------------------------------------------ | --------------------------------------------------------------------------------------------------- | ---------- |
| Emir (Lord) |
| Command your army in reclaiming the castle of Karak from the Invaders, you may need to strategize. | Very Hard |
| Mamluk (Heavy Infanty) |
| Protect the Lord, You are a slave who has been placed in the army by your lord, do not disobey him. | Hard |
| Sayaf (Swordsman) |
| Kill Infidels, listen to your Lord's orders. | Medium |
| Alraamith (Spearmen) |
| Kill Infidels, listen to your Lord. | Medium |
| Rami Alsiham (Archer) |
| Arm the Catapults, Kill Infidels with Catapults, don't let them get inside the base. | Easy |
| Imam (Priest) | | Treat the wounded men of your caliphate. | Medium |
French Roles
| Role | Image | Description | Diffuculty |
| ------------------------------------------ | ----- | ----------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------- |
| Grand Master (Crusader Leader) | | Command your fellow Christians in order to prevent the Caliphate from taking Jerusalem back, die with honor. | Very Hard |
| Templar Knight (Crusader Noble Knight) | | Protect the Castle and organize your underlings into groups. | Hard |
| Crusader Sergeant (Crusader Heavy Infanty) | | Watch out for the Arabic barbarians, If they get in, you are the first part of the defense. Use bows and oil pots to kill filthy Arabians trying to get in. | Medium |
| Crusader Squire (Crusader Light Infanty) | | You are the subordinate to the sergeants, follow your sergeant's orders whenever they are issued. | Medium |
| Templar Priest (Priest) | | Treat the wounded Crusaders while the siege carries on. | Easy |
Medical
Medical Practices are useful in this mode since almost everyone gets
wounded, priests are on both sides and provide spiritual and medical
assistance.
Provided Medical substances
French(Crusaders)
- Red Wine: Useful as a painkiller, is usually depleted in early
game due to the drunks drinking it.
- Healing Herbs: Basic Herbs, useful to cure bleeding.
- Surgical Med kit: Contains all the useful items for surgery.
- Bandages: Very Useful healing items, rare.
Islamic Caliphate (Muslims)
- Healing Herbs: Basic Herbs, useful to cure bleeding.
- Bandages:Very Useful healing items, rare.
- Black Tea: Basically, cures poison and other types of illnesses.
- Surgical Med kit: Contains all the useful items for surgery.
http://1713.eu/wiki/index.php/Guide_to_Medical
Little_Creek_RP
Little Creek RP
In this mode, there is a bank which contains a large sum of gold. The
West/East Side Gang must face off against The East/West Side Gang along
with deputies and Law bringers(Townsfolk who assist the deputies)
While the Deputies try to prevent them from stealing from the vault
till the army arrives. Civilians are to be neutral at the beginning of
the round
Rules of playing as a Gangster:
- 1. You are to be secretive and need to become organized with other
members of your own gang, you can accept townsfolk in by roleplaying
them into the heist. (You can't raid the sheriff's armory alone, Or
start a gunfight without proper escalation)
- 2. You cannot assault officers of the law without proper
escalation, give out a valid threat so they can respond to it.
- 3. Don't start a gunfight at the beginning of the round if it's
unnecessary.
- 4. You can commit Petty theft for weapons and supplies from
civilians, don't shoot them though, give them time to actually
respond.
Rules of playing as a Deputy or Sheriff:
- 1. You can't just shoot innocent people without any evidence,
Including people with guns holstered.
- 2. Try your best to capture the Gangster's or trouble makers so you
can question them. (You have cuffs for a reason)
- 3. If a Civilian has a fire-arm that does not make them
automatically a Gangster, Unless they are masked inside the vault.
- 4. Suspicious behavior should not be the final nail in the coffin,
you should make sure to understand your threats(Or
Misunderstandings)
- 5. Always try to keep the armory locked and secure along with it's
exterior openings.
Rules for Civilians(Bankers as well):
- 1. If the law has done nothing to you or your companions, then you
should not try to fight the law.
82. The Bank should always allow the Deputies into the vault to make
sure it's maintained (Bankers should keep and eye on the vault as well,
while keeping the doors locked at all times)
- 3.You can assist either side depending on if you roleplayed with
them to actually get aligned with them. (Civilians Mainly)
- 4. Don't Wear a Bandana around the town unless you want to end up
getting mistaken for being a Outlaw. (If you wear one in the bank
armed you might as well be seen as an outlaw)
Little_Creek_TDM
Little Creek TDM
ROLES
| ROLE | IMAGE | DESCRIPTION | DIFFICULTY |
| ------- | ----- | --------------------------------------------------------------------------------------------------------------- | ---------- |
| Sheriff | | Command your men to protect the bank from those outlaws! | HARD |
| Deputy | | Listen to your Sherrif, equip yourself with guns, barricade the city, and protect the bank. | MEDIUM |
| Outlaws | | Basically, you need to rob the bank, and avoid or kill those who protect it, and get as much money as you can! | WILD WEST. |
Merchant
Heh, so you've chosen to Jew the people out of their money and begin
swimming in riches eh? Well, we'll tell you all about that business.
Merchant
Generally there are 2 types of playstyles commonly seen:
- The greedy Merchant trying to take everything they can get out of
people
- The good Merchant that gives fair prices making a smaller profit.
More commonly than not, merchants try to be #1. Which you want to be
really is up to you.
The Good
Generally #2 likes to learn the value of an item (what it exports for)
and charge a rate off that. Such as blacksmith selling you a musket, can
give em 80 reales for it and you'll export it for 100, thus you'll be
getting 20 reales profit. Not the biggest profit but more fair to your
customers, they might come again. In this instance the Merchant makes a
20% profit. Good ratings that should keep you in business
The Bad
- 1 likes to charge the most he can and have them to accept. Such as
exporting a musket for 100 reales and paying the blacksmith maybe 40
reales in return. 60% profit, but they're likely not gonna accept
that as a fair price since it costs 30 iron which is 60 reales at
least. So, you give em 60 reales and remind them that you're the
only one they can constantly sell to since only you can export.
Remind them of their place whenever they feel your prices aren't
fair.
The Ugly
Some merchants decide to skip employing farmers to grow crops or
blacksmiths to make weapons to export. They resort to scamming people
out of their money, selling them products at much higher rates than it
is to buy them, or simply looting the dead, sleeping, or pick pocketing
the living. However some of these ways can get you killed by the guards.
Greed is a powerful sin, and you can't use money when you're dead.
Importing
With silver/reales in your hand, you can click on the supply orders book
and put the money in. This will make it so you can click on it again
with an empty hand and it will open a list. This list contains crates
and supplies you can order. Click on the option you want and the
purchased item, crate, or mob should arrive soon by dock or shipping
area. After the option is selected it will subtract the cost directly
from the money you put in, if you haven't enough, it doesn't work.
Either way it will eject your money and you can retrieve the remaining
coins. Then just wait for it to arrive.
Exporting
Exporting is different. You simply hold the item you want to export, and
click on the exporting table. Then click yes and it will sell this to
the world and be consumed. Money is ejected in return. This doesn't work
for all items.
Miscellaneous_Crafting
Miscellaneous Crafting
Details on crafting certain things that fall somewhat outside the main guide.
Lard candle
 |
Lard candle |
Fill a vessel with at least 5u of lard (made from animal fat), then click the vessel with rope (1 rope per 1 candle; rope is made from flax and cotton. Lit with torches and matches. A lard candle lasts about 30-40 minutes. |
Lard soap
 |
Lard soap |
To make 1 soap bar, mix 20u of lard and 2u of lye (obtained from wood ash) in a vessel like a bucket, a barrel etc. |
Music
Music
Some music sheets for ingame instruments. Copy into "import song".
Other SS13 games use the same system, you can get some more music here:
TG Wiki Songs
Goon Wiki Piano Dump
Paradise Wiki Songs
Hava Nagila
Naval
Naval
This map is a Naval Conflict between the French and Pirates. The Round
ends when one side controls the other's ship.
French (Hostile) Pirates (Hostile)
New_Player_Guide
New Player Guide
Getting Started
Rules
Welcome to civ 13 Please take a moment to read the server
rules
Joining the Server
If you are familiar with the BYOND platform, you can skip this
section.
- First, you need to download BYOND. Get the Windows installer
1
(\<10MB). Linux is only for hosting - If you have Linux or MacOS,
use a virtual machine. (We recommend installing BYOND so you can
launch the game from links, but if you prefer you can download the
zip version
2.)
- After installing it (or extracting the ZIP folder), open the bin
folder and click on byond.exe. You will see a hub with several
games on the left. Search for Space Station 13 to see the list
of games. Scroll down until you see Civilization 13 and press
Join. It will then download all the game files (around 50MB) and the
game will start automatically.
- You are now in the Lobby - Before you join, make sure to read the
Rules.
Controls
Check Hotkeys.
TDM / Team Death Match Modes
RP / Roleplay Modes
Nomads_Maps
Nomads Maps
Temperate

This is the classic map, using the same map as the Civilizations map.
- The map climate is temperate, with plenty of forests, rivers,
overland mines, and farming space.
- The northern part of the map contains most of the plains, while the
southern part has most of the swamps and some beaches.
- You may encounter mice, rabbits, bears, turkeys, cows, goats,
snakes, deer, fish, frogs, leeches, horses, and alligators.
- The round always starts in Spring.
Desert

- In this map, the whole area is a desert with some sparse water
sources and farming plots.
- Water management is important here, as is control of the rare
farmable areas around rivers and swamps.
- You may encounter mice, bears, goats, snakes, frogs, leeches,
horses, camels, and alligators.
- The round always starts in the Wet Season.
Jungle

A dense tropical rainforest. You can only farm on the floodplains and during the dry
season. Wildlife is deadly here! Stay away from panthers, mosquitoes
(as they carry malaria) and ants (will eat your food). Crossing rivers
without a bridge is considered unsafe - piranhas are abundant.
Divide (Jungle-Desert)

Jungle biome on West side, Desert biome on East side, separated by
mineable mountains and a small patch of clear land filled with
alligators.
Ice Age

Snow plains with frozen rivers and lakes. Rock is more abundant than wood. You may encounter wolves, deer, bears, penguins, goats, mammoths, and dogs. Summer lasts only 1/4 of the year, the rest is winter.
Continental

Pangea

A combined map with no oceans dividing the biomes, excluding mountain ranges.
The biomes are, from North to South:
Tundra, Taiga, Temperate, Semi-Arid, Desert, Savannah, and Jungle
New World

Everyone starts on the eastern continent. Crossing to the western islands requires something better than a simple raft.
Mediterranean

Island
Isle
A small island for 10-15 players, divided by a lava region, jungle/part swamp, and tundra region.
Europe

A map based off of the European continent, it has a northern region covered in snow based off of Scandinavia and northern Russia..
There is even a temperate biome based off of central europe (France/Germany/northern Balkans), and a semi arid region based off the Mediterranean regions (Iberian peninsula, Italy, and Greece).
Large rivers cover the continent and 7x7 water ways for bridges(tanks and cars) exist on the large rivers.
Section of Nomads_World project (1/4)
Africa
